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Artillery strike hit chance too low #3

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DawidIzydor opened this issue May 28, 2021 · 0 comments
Open

Artillery strike hit chance too low #3

DawidIzydor opened this issue May 28, 2021 · 0 comments

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@DawidIzydor
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Hello,

I wrote a simple app to get the actual hit percentage chances using the logic from ArtilleryStrikeArrivalAction_Settlement using a 250x250 map and a base of size 36. Send 50 mln high explosive shells, 48.7 mln missed (48719526, 97.44%), 1.02 mln hit without destroying the base (1021090, 2.04%), 259384 destroyed base (0.52% of all shells, 25.4% of hits).

It means the expected number of shells to send to hit a base is 49 shells and to destroy it is 192 high explosive shells. It would cost 4800 steel and 2880 chemfuel. Firing one shell takes 8.5 sec of real-time cooldown + 8 sec real-time warmup = 16.5 sec real-time which is about 24 in-game minutes (https://rimworldwiki.com/wiki/Time ), which means to fire 192 he shells it would take 3 days and 4 hours of constant firing or 9.5 days of firing 8-hours/day. Or in other terms: more than it takes for rice or potatoe to grow or to travel over 170 tiles though a forest without using any roads.

In other terms: in my opinion the 2% chance of hitting a base with artilley is way to small, it should be somewhere between 15%-20% with the same destroy chance, then it would take 5-7 shells to hit and 20-28 shells to destroy a base and would make the artillery actually useful

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