Logistics suggestion

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Morion
Posts: 16
Joined: Mon Mar 07, 2016 1:09 am

Logistics suggestion

Post by Morion »

1. Add the ability to reserve logistic points in SHQ Logistics limitations so that they are not spent. This will allow for strategic movement capabilities to be preserved. Alternatively in the Traffic Sights mode, allow for the placement of special pull points that cannot be spent on supply.

2. I noticed the added feature of organizing troop supply directly from the zone they are located in. However, I don't understand why using the zone's inventory for supply cannot be the default option. In this case, the supply from the zone should occur after the zone's own resource consumption but before the transportation of any surplus to SHQ. If you add the ability to reserve a certain quantity in the zone, it would be possible to create advanced supply bases (for example, prior to a major offensive, there will be a purpose in producing a large quantity of ammunition) or build reserves in the event of the zone being isolated from SHQ. The AI could be given this capability as a one-time occurrence when the zone is cut off from SHQ, as if assuming that it had already considered this in advance (I believe this kind of cheating is acceptable).
Disturbance20
Posts: 26
Joined: Wed Feb 09, 2022 11:48 am
Location: New Jersey

Re: Logistics suggestion

Post by Disturbance20 »

The Logistics available is more of what's available every turn, it's not really a resources like that.
Think of it like the amount of trucks you might have. If you keep 10 trucks in storage for 2 months (the length of one turn), you won't have 10 extra trucks the following month, you'll just have 10 very rested truck drivers.

You can however tweak the use of those logistics points in the unit admin of the shq unit.

As for the zone shq, for the situation you described of wanted to create a separate logistics hub, you would create a second shq.
Morion
Posts: 16
Joined: Mon Mar 07, 2016 1:09 am

Re: Logistics suggestion

Post by Morion »

1. SHQ Logistic Limitation in Unit Administration of SHQ is not about carrying them over to the next turn, but rather ensuring that they are not spent in this round and remain available for the player's use, whether it's for strategic movement or reequipping units.

The issue is that the current logistics system doesn't allow for the following scenario: 'I need to transfer this brigade to the front, but those 100 tons of metal can wait for now!' In other words, it's not possible to prioritize troop movement and sacrifice the transportation of resources.

There are other ways to solve this problem. One approach is to split the turn into two phases, adding a phase right after generating logistic points (before their expenditure) that only allows for strategic movement. Another option is to allow the expenditure of logistic points for strategic movement to be accounted for in the next turn. I have already mentioned the idea of special pull points.

2. I am aware of the ability to create additional SHQ, but nobody uses it for the purpose I mentioned. They are only created when there is no other option. I made my suggestion because I saw that some steps have already been taken in that direction. It seems that nobody likes the system of additional SHQ, so perhaps we should stop trying to impose it and simply create a convenient system instead of workarounds. The current system of managing Zone Inventory and Zone Unit Supply is inconvenient and feels like a patchwork solution.

It would actually be nice to overhaul the SHQ system to make it truly useful. I would like to create more realistic OOBs, for example. But that's a different question altogether.
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