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Trifna
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of anchovies
Jul 2001 time: 13:30
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In my own ideal system of "how to qualify units", I have permanent damage (killed) and "quality of the troops" (which includes morale, fatigued, etc.). I guess it could affect the second caracteristics, or even the first in some cases (Napoleon in Russia). Even better would be to have the two caracteristics on units that count the NUMBER of men into them (so: number of men, permanent quality like elite, temporary quality like fatigued).
About the pathfinding, perhaps we could simply ONLY give a path that is followed thereafter automatically (and can be changed)?
Last edited by Trifna on 08-09-2003 at 18:33
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:30
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I really like this. It also adds more strategy to the war theatre by allowing for such evil ploys as cutting off the enemy's supply lines or even capturing his supplies. Pillaging is also a great concept, it allows for a third military objective besides conquest and the destruction of potential threats. I also like your distinction between health, experience and morale.
How would this be implemented? Should the supply troops be actual units that you have to move yourself? It will probably have to be abstracted somehow. How about this:
Each turn, the game plots the shortest supply route(s) from the supply centre(s) to the army in question. You may also override the AI decision and plot routes yourself. Routes cannot cross tiles occupied by hostile units. The longer the route, the more supply troops are needed each turn (a little like the freighter system in MOO2, only with distance as a second factor besides quantity).
If an enemy unit moves unto a tile used to haul supplies the previous turn, then he gets a chance to capture a portion of the supplies. This means that you either have to guard each tile of the supply route, plot it far from enemy troops or take a gamble. Scouts should be able to detect nearby supply routes, and spies would be able to get detailed plans on enemy operations.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:30
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I meant supply troops, not supplies. You send the same amount of supplies, but you need more vehicles and personnel to transfer them. They still arrive just as fast, for sake of simplicity.
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Specialist290
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A deserted island somewhere...
Aug 2003 time: 00:30
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Interesting discussion. Were features like this to be implemented, it would put a whole new spin on "amateurs think strategy, vets think logistics."
Seriously though... I think that supply should play an important part in how a unit fights. Whoever has the better supply routes would have a good if not decisive edge over their opponents.
Most of the supply would come directly from the mother country of the unit. Of course, you can still recover a bit by foraging on the enemy, but some things, such as ammunition, would not be compatible with yours (due to differences in technology, manufacturing processes, etc.), and therefore would have to come from home.
Like Trifna, I think that they should have a permanent status (quality) and a temporary status (condition). The permanent status would rise with combat experience as long as the unit survives, but condition would fluctuate from situation to situation. I think that the following factors should be able to affect the cost to supply, and thus the unit's condition:
1. Supply route length. Naturally, the longer a supply route, the longer it's going to take for whatever is being shipped on it to arrive, not to mention greater fuel and maintenance costs for whatever is hauling it.
2. Enemy intervention. This would interfere by causing a supply route to take the long way (see 1), or even cut off (a) unit(s) entirely. (Would also make a clever trick for finding enemy armies for those who know the supply formula).
3. The presence of roads/railroads/other transportation improvements along the route. Things go a bit faster if they follow a set path.
4. Technology. Of course, the better a technological "edge" a civ has, the lower the cost will be to support an individual unit. This would be reflected in the uses of inventions such as the radio to better coordinate movements of both troops and supplies. After the advent of air power, it should be impossible to completely cut supply lines, though they could still be severely disrupted.
5. Proximity to civilization in general. As we all know, it's easier to find something when it's on the map. In enemy territory, foraging will almost always occur, no matter how disciplined the troops.
6. Terrain. Sea routes are notoriously more expensive than land routes. Supplying over mountains is much more difficult than over grassland. Air power might be able to cut some of this out.
7. Air Power. Once a civ develops the ability to build aircraft, it should be easier (if more expensive costwise) to resupply.
8. Friendly ports and bases. If a unit is overseas, then it should get a benefit by sea supply if it is near a friendly (i.e. controlled or allied) coastal city. If a nearby friendly city has an airport, air resupply costs would be decreased.
9. Home Tean advantage. If a unit is within its own borders, drastically lower costs to supply.
More to come. I don't think I can fit all of this into one post...
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:30
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quote: 4. Technology. Of course, the better a technological "edge" a civ has, the lower the cost will be to support an individual unit. This would be reflected in the uses of inventions such as the radio to better coordinate movements of both troops and supplies. After the advent of air power, it should be impossible to completely cut supply lines, though they could still be severely disrupted. |
Yes, but then modern armies can't forage and require more supplies (mechanized replace parts, fuel...).
Air power allows paratrooping supplies, but unless you dominate the air (little anti air defense), a lot of the supplies will be lost to the enemy too.
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Specialist290
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A deserted island somewhere...
Aug 2003 time: 00:30
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quote: Originally posted by LDiCesare
Yes, but then modern armies can't forage and require more supplies (mechanized replace parts, fuel...). |
True. However, improvements in technology would also increase efficency of the convoy itself, thus lowering costs due to accidents, mixups, etc. Thus the overall cost is reduced. However, I do think that different types of units should require different levels of support, and not just modern mechanized units: ancient cavalry would cost more than infantry also, due to the fact that horses cost more to maintain than humans.
quote: Air power allows paratrooping supplies, but unless you dominate the air (little anti air defense), a lot of the supplies will be lost to the enemy too. |
Also true. Quality of air defense would have an effect on supply by air. However, for units that are not under threat of having supply lines cut, the planes could land at an airbase or city a short distance away and unload their supplies onto trucks heading for the front, which would tie in with point 8.
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