Darkwind
'Late' CR deployment

*sam*


Posted Jun 26, 2020, 10:00 am
I have completed and tested the 'late' CR deployment code. Let me know of any bugs etc.

Just to remind you how this works:
- Up to 10% (total) of the camp's original CR may be deployed late, i.e. deployed to scheduled battles in which you are the incumbent defender.
- The CR must be at camp in order to be deployed late
- You can choose how much is deployed as Slow and how much as Fast: the normal reductions are applied based on travel speeds of intervening tiles
- if the combat had CR capping applied, then the same capping fraction is applied to the late CR as was applied to the whole battle
*goat starer*


Posted Jun 26, 2020, 11:12 am
I thought we had agreed the following things:

1. a cap - 10% of CR is huge for someone like us... we could redeploy 1200CR and completely turn a battle on its head.

2. Additional deployment penalties in CR degradation to reflect fast deployment.
*Longo*


Posted Jun 26, 2020, 11:42 am
Also this can only be used to defend a hex already owned by you correct, not an attack? And in order to do this, you obviously needed to initially send the minimum 100?

As for what goat questioned,
1- I thought we had talked this % down to 10%. I thought the idea was to better allow defenses. I get the number can be large , but if you are being attacked on several fronts, this could be divided amongst several attacks, and with travel degradation, will still make this number lower? We can surely discuss this later today though?

2- I wasn’t aware fast CR deployment changes were discussed ?
*sam*


Posted Jun 26, 2020, 11:50 am
*goat starer* said:
I thought we had agreed the following things:
1. a cap - 10% of CR is huge for someone like us... we could redeploy 1200CR and completely turn a battle on its head.


We didn't discuss a per-combat cap. It was 10% overall, shared between whatever combats you want.

*goat starer* said:

2. Additional deployment penalties in CR degradation to reflect fast deployment.


Hmm, I don't quite recall. This may have been mentioned, yes.  I don't see it in my notes. What's your recollection?
*sam*


Posted Jun 26, 2020, 11:52 am
*Longo* said:
Also this can only be used to defend a hex already owned by you correct, not an attack? And in order to do this, you obviously needed to initially send the minimum 100?


Correct. I've updated that above.

*Longo* said:

As for what goat questioned,
1- I thought we had talked this % down to 10%. I thought the idea was to better allow defenses. I get the number can be large , but if you are being attacked on several fronts, this could be divided amongst several attacks, and with travel degradation, will still make this number lower? We can surely discuss this later today though?


Yes, we can discuss it some more.  10% was the agreed number from the previous meeting, with no per-combat cap.


*Longo* said:

2- I wasn’t aware fast CR deployment changes were discussed ?


I think he's right that they were mentioned, at least in passing.  I would have written into my notes if anything was agreed, though.
*goat starer*


Posted Jun 26, 2020, 12:27 pm
*sam* said:
*goat starer* said:
I thought we had agreed the following things:
1. a cap - 10% of CR is huge for someone like us... we could redeploy 1200CR and completely turn a battle on its head.


We didn't discuss a per-combat cap. It was 10% overall, shared between whatever combats you want.

*goat starer* said:

2. Additional deployment penalties in CR degradation to reflect fast deployment.


Hmm, I don't quite recall. This may have been mentioned, yes.  I don't see it in my notes. What's your recollection?


my recollection is just that we said it should be a bit more fierce to reflect the rapidity of deployment and to make reserves less attractive than your original CR. But i'm not wedded to the idea.

I get Longos point about the cap but it still seems pretty significant that i can deploy such a lot of CR a long way away from camp at short notice... implementing increased degradation at range might resolve that. You have to remember that most 'defences' are actually tit for tat border skirmishes and i cant see much reason why one camp should get any great bonus over another in these.

What it will let me do is deploy little CR to a hex i own.. strike ahead of that hex and back up the one i own when i need to. That increases the speed of advance for large camps. and forces the camps they are attacking to be increasingly defensive.

maybe a maximum hex range to deploy to? lets see how it plays out and revisit it later.


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