Although the exact effect of posture modifiers is not currently well explained, I don't think this suggested terminology makes anything any less confusing...
The model should be marked/identified in the UI (e.g. model description) as Soft or Hard. Right now, it is not. It's onerous to determine.
To split minor hairs it's not really "Attack" and "Defense". It should be "Offensive" and "Defensive". Offense and Defense are nouns. Offensive and Defensive are adjectives. In this case, those words are attributes describing the attack value--so they are adjectives.
They are all attack values as zgrssd correctly states.
-- e.g. Soft Offensive Attack, Soft Defensive Attack, Hard Offensive Attack, Hard Defensive Attack.
Those examples have adjective-noun agreement. As I tried to imply, that might help non-native English speakers comprehend the meaning, as it is pretty typical of romance languages.
In terms of other information, the other element missing is the circular error probable (CEP)--or some measure of the weapon's precision.
For any given circumstance, we know the attack value and the capacity of the model to sustain damage (and still remain mission capable.)
We cannot estimate the chance to hit, given the information I've seen and read. However, I do realize it is highly situational and calculated somewhere in the combat resolution algorithm. We know this because units both hit and kill according to battle reports.
It might be close to this:
Determine if hit scored
Basicly it is very simple the attack points for the attacker are calculated and the hitpoints for the defender. When this is done both numbers are randomized, score a value between 0 and their number and if attacker scores higher a hit is scored, otherwise not. There is a plethora of modifiers on both scores. See modifiers paragraph below.
< Message edited by Malevolence -- 6/13/2020 1:36:36 PM >
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.