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The crit chances in Wargame were fine, as for ex. a tank can't go over a marsh. A little more clarity in that would be appreciated, so you know what kind of mobility crits each vehicle class can suffer and what are the chances of it happening. But they do still add that little bit of flavor and authenticity, and I'm all for them being included. Just not to the point where it gets ridiculous as Razz pointed out.

Overall though, 90% of fighting a war is waiting, and maintenance. 10% is combat. I don't think anyone, especially the casual audience, wants to buy the game if it's Steel Division: Tank Mechanic Simulator 2017. (I'd buy that game though). We're talking about a game that portrays the tactics, so it's better to leave out the operative and strategic level worries such as reliability rates. They would just end up another hidden stat.

Make mobility crits depend on the vehicle chassis (wheeled vs. tracked) and weight, count it against the terrain (soft vs. hard ground), give it a small chance of happening, and leave it at that. Enough to make players keep the tanks on-road if there's no threat of enemy contact, as they should be; not too much so it won't delay a breakthrough/retreat because half your tanks are repairing their tracks/engines/final drives randomly.
 
Interesting conclusion to draw, seeing as these crits work, in the way Razzmann wants to avoid happening, in wargame already, and he's campaigned against them forever..... I also tend to listen to him as he's rather good at wargame, and knows the pain of random crits on "hero units" (superheavies and the like) changing the course of games. This rng is not great for gameplay imo, as in wargame a single crit that disables the gun of your challenger 2 can lose you the game. This is the single worst thing ever.

I really didn't think the sarcasm tag was needed, especially when Razzmann went along with it. :D
 
Maybe you can drive the price up for better maintained Tanks to lower the risk but still i would rather wait for some secondes for 10 more Points instead to have the Tank break down for 2 minutes after it spawned.
Having tank reliability be tied to crew veterancy is reasonable too. More seasoned crew = better maintained vehicle.
 
How does it add intelligence if your unit could spawn, drive a metre offroad and get detracked, rendering it completely useless for a minute?

I can understand that people want to keep it, but it is just outright stupid if your unit gets an instand mobility crit right after it spawned for example.

At least make it so it is invlunerable to that for 10sec after getting off the road. Or somewhat comprehensible. But not 100% random, so that the one tank gets to the frontline without any issues whereas the 2nd one gets detracked 3 times.
that's the risk you run for not bringing along a 10pt truck. Something that should change, though, is the ability to resupply directly on crits, instead of having to force it through fire-pos.
 
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Okay, lets say we have powerful high unreliability unit. Only way to make it worth bringing is making it really damn good and cost effective. So outcome is that you have "roll the dice" unit. RNG favours you? No breakdowns, you can faceroll your enemies with all around superior unit. RNG doesn't favour you? Your high point investment will spend most of time being stuck in useless locations, while the rest of your outnumbered units are being overwhelmed. Fun and engaging! Salt from both sides, muh forum activity levels!
 
It was intended as a comment to demonstrate the most obvious candidate for break downs. Not as an exclusive comment applying to no other armour in game.