I "shared" these on my Steam community page, but not everyone sees those, so I'm collating the information from the screenshots I took and putting it here, with some commentary when I have something to say about the relevant statistic, which is almost always because I'm a big fat loudmouth. I'd less call it "in-depth AAR-style analysis" and more "peanut-gallery snark," but it's something. If you've anything to contribute about these numbers, by all means pipe up.
Appearing in the order that the game showed these at the end screen.
Playtime: 27 days, 13 hours, 35 minutes and 57 seconds.
OPFOR infantry killed: 5693
OPFOR infantry killed by players: 4954
OPFOR vehicles destroyed: 509
OPFOR vehicles destroyed by players: 360
Bullets says: These numbers didn't make sense to me- who killed the OPFOR that we didn't? We never had enough civilian reputation to have the rebels on our si- OH, right, sector garrisons, and recruited bots/bot gunners. Duh.
BLUFOR soldiers recruited: 687
BLUFOR infantry killed: 1526
BLUFOR vehicles built: 323
BLUFOR vehicles destroyed: 76
Player deaths: 583
BLUFOR friendly fire incidents: 96 (!!!!)
Bullets says: Again, those first two numbers didn't make sense until I considered how they were worded. How could we lose more guys than we had? But it didn't mean "guys we had," it meant "guys we paid for." Sector garrisons aren't recruited, they just appear. Human players also don't count against this, I'm assuming. Also, those friendly fire numbers are fraggin' terrible. I can already hear Rock going, "Bullets, didn't you just a couple days ago suggest we start shooting our own static weapon operators at FOBs far behind the lines to keep the headcount down?" Hey, hypothetical Sarge, there's no "dismiss" button, is there? No. And I didn't actually DO it, I just suggested that as one option we had IF we started running up against the limits of our capacity, which never occurred.
Resistance fighters killed: 353
Allied resistance fighters killed: 0
Allied resistance fighters killed by players: 0
Civilians killed: 259
Civilians killed by players: 169
Civilians healed: 15
Bullets says: Ahh, jeez- while that "civilians killed" count includes surrendered Russians mistakenly killed by their comrades (they're grenade-happy, I've personally seen it happen) or by us, those're still "tried at the Hague" numbers. Criminy.
Civilian vehicles destroyed: 796 (Wait, what?!)
Civilian vehicles destroyed by players: 42
Civilian vehicles seized: 0
Civilian buildings destroyed: 223
Vehicles recycled: 335
Bullets says: Wait, wait- almost NONE of these numbers sound right. How trustworthy are these stats? I've personally seized some civilian vehicles. And what the fuck is going on that civilian vehicles are being destroyed (by forces other than human players) at nearly nineteen times the rate of human players? When the fuck did that happen? What? That's gotta be counting some bizarre drek like parachutes as civilian vehicles, or something. I have no Goddamn idea.
Ammunition produced: 52400
Ammunition spent: 46445
Fuel produced: 47800
Fuel spent: 24255
Supplies produced: 101500
Supplies spent: 87975
Bullets says: No real surprises here. I was running logistics for most of the campaign- I overproduced fuel at the start, only because the resource usage mechanic was more shallow than I'd expected.
Sectors liberated: 85
Sectors lost: 4
FOBs built: 8
FOBs lost: 0
Secondary objectives accomplished: 10
Prisoners captured: 28
Bullets says: We only lost 4 sectors and 0 FOBs- maybe enemy aggression ought to be turned up? Also, though we only ever had 5 FOBs, we built 8 'cause packing one up and rebuilding it elsewhere counts twice. I moved Bravo and Charlie around a bit, fine-tuning their placement. Also, we only did secondary objectives ten times- we should increase that, it's only ever beneficial. Also, I'm guessing "Prisoners Captured" isn't the same as "prisoners successfully interrogated," 'cause a lot of times we'd capture a guy and he'd get shot on the way back to the FOB. Considering that almost every sector liberated should yield a prisoner or two, 28 seems abysmally low. We should probably have someone on dedicated prisoner retrieval duty, with a Humvee or the like earmarked for the purpose.
Hostile battlegroups called: 32
Hostile reinforcements called: 123
Total combat readiness raised: 1111
IEDs detonated: 88
Number of Potato 01 losses: 5
Rabbits killed: 63
Bullets says: I expected those "called" numbers to be a lot higher, before remembering that we generally made a point of attacking radio towers first, limiting the effectiveness of enemy communications. Well done, us. Also, SIXTY-THREE rabbits killed? You fucking lepicidal psychopaths.
That's all I've got for now, but again- if something leaps out at you, please point it out. Unless it's a rabbit, because then obviously you're going to shoot it, you monster.
-Bullets "way too many people have PTSD from the Killer Rabbit bit out of Holy Grail, it seems" Go There
QuoteAlso, those friendly fire numbers are fraggin' terrible. I can already hear Rock going, "Bullets, didn't you just a couple days ago suggest we start shooting our own static weapon operators at FOBs far behind the lines to keep the headcount down?" Hey, hypothetical Sarge, there's no "dismiss" button, is there? No.
Actually, there sort of is. You can use the Limited Zeus function to delete units. I figured that out very late in the campaign when I was playing as Zeus. Works a treat for eliminating static defenses at bases that are far enough behind the lines that they are no longer necessary.
QuoteAlso, SIXTY-THREE rabbits killed? You fucking lepicidal psychopaths.
Hey, rabbit stew is quite tasty!
Ahh, jeez- okay, fine, I forgot about the delete function. ANYhoo, I took a quick look at the server, set default permissions to allow for light vehicles, and scouted a couple locations for the first FOB. Marked three half-decent places on the map, around the area between Dolina and Solnichny. Can't really do it myself, though. Will look for you guys on later.
-B
Great minds think (somewhat) alike. 8) See my post in News (https://jackpinesavagesclan.org/smf/index.php?topic=18.0).
"Great minds think (somewhat) alike."
Sure, chief, but what about the likes of us? HAW HAW