損耗與事故

本頁面所適用的版本可能已經過時,最後更新於1.8
(重新導向自Reliability

在戰爭中,損耗是裝備的非戰鬥損失,而非人力的損失。陸軍單位會在訓練和進攻中遭受損耗;而空軍單位和海軍單位會遭受事故,尤其是在惡劣天氣。

原因

組織度的損失

不論是否處於戰鬥中,損耗都會導致一支部隊每小時損失 0.1 * 损耗 的組織度。

失去補給時,部隊組織度每小時還會根據失去補給的時長受到至多0.3的損失,在30日後達到頂峰。

裝備的損失

更高的可靠性會降低損耗導致的裝備損失。

陸軍單位

請注意,同一種裝備的不同類型的損失是分開獨立計算的,所以總損失會受到裝備類型數的影響。這種情況會發生在你的部隊使用了繳獲的裝備或者是不同變種的裝備之時。

對於陸軍單位, 每一種裝備平均每小時遭受的損失(equipment loss per hour)是

[math]\displaystyle{ \text{每小时装备损失} = 0.1 \cdot \text{损耗} \cdot 0.5 \cdot \max(1, \lfloor\text{装备数量} \cdot 0.1 \cdot (1 - \text{可靠性})\rfloor) }[/math][2]

具體情況化簡可得(注意一天有24小時,以及考慮到向下取整函數):

[math]\displaystyle{ \text{可靠性} =\lt 100\% - \frac{20}{装备数量} }[/math]時,每日的裝備損失量: [math]\displaystyle{ \text{每日装备损失} = 1.2 \cdot \text{损耗} \cdot \lfloor\text{装备数量} \cdot 0.1 \cdot (1 - \text{可靠性})\rfloor }[/math];

[math]\displaystyle{ \text{可靠性}\gt 100\% - \frac{20}{装备数量} }[/math]時, 每日的裝備損失為常數,稱為基礎損耗損失, [math]\displaystyle{ \text{每日装备损失} = 1.2 \cdot \text{损耗} }[/math].

可見,可靠性存在在一個閾值:[math]\displaystyle{ 100\% - \frac{20}{装备总数} }[/math],當可靠性小於這個閾值時,可靠性越大,裝備損失越少;若大於這個閾值,可靠性不再發揮作用。為了最小化裝備損耗,讓裝備的可靠性大於 [math]\displaystyle{ 1 - \frac{20}{\text{装备数量}} }[/math] 就可以了。

這個表格列出了常見裝備數和控制損耗在指定水平所需要的可靠性。表格列頭「1」表示[math]\displaystyle{ max(1, \lfloor\text{装备数量} \cdot 0.1 \cdot (1 - \text{可靠性})\rfloor)=1 }[/math],是最低損耗;「2」表示[math]\displaystyle{ max(1, \lfloor\text{装备数量} \cdot 0.1 \cdot (1 - \text{可靠性})\rfloor)=2 }[/math];以此類推。這個表是為了展示,對於數量為幾百的裝備,個位數的可靠性差距會導致成倍的損耗差距。因此,對於使用昂貴裝備(比如坦克)的大編制部隊,通過改裝增加裝備的可靠性和配備維修支援連很重要。

裝備數量 1 2 3
12 >=0%
24 >16.6% >=0%
36 >44.4% >16.6% >=0%
50 >60% >40% >20%
100 >80% >70% >60%
200 >90% >85% >80%

下面是一些例子:

  • 若損耗為100%、可靠性為0%, 則每天都會有12%的裝備損失掉。
  • 當可靠性為80%,(假設裝備總數大於50且庫存充足),100天的持續訓練(這足夠將1級訓練為2或3級)將會損失14.4%的裝備。
  • 基礎損耗損失對裝備量小的裝備影響很大,因為在可靠性超過閾值的情況下,裝備數越小意味着損失率越大。比如說炮火支援連(12門)和重自行防空炮營(8輛)。例如,若損耗為100%,則炮火支援連每天都會損失10%,重自行防空炮營則為15%。
  • 值得注意的是,火炮的可靠性為50%,而火箭炮為80%。為固定值。
  • As an example, a unit with 100 items of one kind with 80% reliability loses a maximum of 2 (i.e. average 1) items per attrition event. At 80.1% reliability or 199 items, the maximum becomes 1 (i.e. average 0.5), cutting the attrition in half. For equipment with reliability above the highest threshold (i.e. maximum 1), the attrition formula simplifies to [math]\displaystyle{ \text{daily attrition rate} = 1.2 \cdot \text{attrition} }[/math].

空中單位

雖然飛機不會受到磨損,但在起飛/着陸時有可能發生事故。

[math]\displaystyle{ \text{事故概率} = 0.1\% \cdot \left( 100\% - \text{可靠性} \right) }[/math]

或等於土地單位損耗的1%。艦載飛機的事故率是普通飛機的兩倍。它可以很快變成一個重大問題,不管空戰進行得如何順利,都會吞噬大量可用的飛機。

While aircraft do not suffer from attrition, they have a chance (NAir.ACCIDENT_CHANCE_BASE = 5%) of accidents. This gets modified by 0.5 (NAir.ACCIDENT_CHANCE_BALANCE_MULT), their reliability, weather and other modifers . Every game hour, all air bases are checked for accidents. At most one accident can happen per hour per airbase, but multiple planes could be destroyed in it. The accident can affect a random portion of the wing between 0% and 100%, but only 0.5% (NAir.ACCIDENT_EFFECT_MULT) of that actually gets destroyed. Frequently the effect will be less than one plane, especially for small wings, these fractional parts are accumulated on the country level and added to the next accident effect.

[math]\displaystyle{ \text{accident chance} = 5\% \cdot \left( 100\% - \text{reliability} \right) \cdot 0.5 }[/math]

[math]\displaystyle{ \varnothing \text{accident effect} = 50\% \cdot 0.5\% = 0.25\% }[/math]

[math]\displaystyle{ \varnothing \text{Aircraft lost per hour per airbase} = 5\% \cdot \left( 100\% - \text{reliability} \right) \cdot 0.5 \cdot 0.25\% }[/math]

Assuming a reliability of 80% would lead to an average aircraft lost per hour per airbase of 0.00125% of one wing. 0.03% per day and 10.68% per year.

Assuming a reliability of 40% would lead to an average aircraft lost per hour per airbase of 0.00375% of one wing. 0.09% per day and 32.04% per year.

Assuming a reliability of 0% would lead to an average aircraft lost per hour per airbase of 0.00625% of one wing. 0.15% per day and 53.4% per year.

Carrier-based aircraft suffer twice the accident rate. Due to how low the losses from accidents are when compared to actual combat, it's preferable to disregard reliability in favor of attack stats in most situations.

海軍單位

艦艇本身並不會因損耗而損失,但是會降低可靠性,使得因敵方攻擊可能導致嚴重受損。 Ships do not suffer from attrition, but the reliability corresponds with probability of getting critically hit by enemy attack. During training and (炮手就位炮手就位) when operating in mined waters during war, accidents may happen.

減少裝備損失的方法

有幾種減少裝備損失的方法。一個方法是給師配備一個維修支援連來提高可靠性,或者生產提高可靠性的改進型坦克,艦艇或飛機。帶有冬季技能(Winter Specialist)的指揮官將會給他指揮的軍隊減少 50.00%的冬季損耗,陸軍學說里,人海突擊(Mass Assault )學說樹中的大規模動員(Mass Mobilization)下的人民軍隊(People's Army)可以為所有地面單位減少10.0%的損耗。

定製難度設置

在遊戲前調整主要國家的力量滑動條可以降低這個國家所有單位的損耗。而然,這將影響成就

腳註

  1. 1.0 1.1 See in /Hearts of Iron IV/common/defines/00_defines.lua
  2. the 0.1's respectively are the defines ATTRITION_EQUIPMENT_LOSS_CHANCE and ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE.


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