supply - esp for mech units
Moderators: ralphtricky, JAMiAM
-
SMK-at-work
- Posts: 3396
- Joined: Mon Aug 28, 2000 8:00 am
- Location: New Zealand
RE: supply - esp for mech units
I think GD's system would probably work as a surrogate representation of fuel for TOAW given the nature of the supply rules - but I don't think I'd put proficiency in as a parameter, and it would only affect movement rates and combat.
It would only affect units with mechanised movement, and I'd suggest somethign like
1% supply - no fuel, all mechanised equipment counts 0 for combat and movement, all heavy equipment requiring motor transport counts 1/4 for combat and 0 for movement.
>1% and <=5% - minimal fuel for local combat operations only. All mechanised equipment counts 1/3 for combat and movement is restricted to followup or retreat after combat, all heavy equipment requiring motor transport counts 1/2.
>5% and <=10% supply - fuel for limited operations only. All mechanised equipment has movement restricted to 1/3 normal.
It's "rough and ready", and actual values are taken straight from my head so feel free tosuggest alternatives.
But it is simple, and works within the current game engine.......I think..??
It would only affect units with mechanised movement, and I'd suggest somethign like
1% supply - no fuel, all mechanised equipment counts 0 for combat and movement, all heavy equipment requiring motor transport counts 1/4 for combat and 0 for movement.
>1% and <=5% - minimal fuel for local combat operations only. All mechanised equipment counts 1/3 for combat and movement is restricted to followup or retreat after combat, all heavy equipment requiring motor transport counts 1/2.
>5% and <=10% supply - fuel for limited operations only. All mechanised equipment has movement restricted to 1/3 normal.
It's "rough and ready", and actual values are taken straight from my head so feel free tosuggest alternatives.
But it is simple, and works within the current game engine.......I think..??
Meum est propisitum in taberna mori
- a white rabbit
- Posts: 1180
- Joined: Sat Apr 27, 2002 3:11 pm
- Location: ..under deconstruction..6N124E..
RE: supply - esp for mech units
..keep it simple..you go red/prof 33/ supply < 33 and there's an increasing chance that on attacking the unit will evaporate..
..at 1% supply i suggest the chance is 99%..
..at 1% supply i suggest the chance is 99%..
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
- ralphtricky
- Posts: 6675
- Joined: Sun Jul 27, 2003 4:05 am
- Location: Colorado Springs
- Contact:
RE: supply - esp for mech units
It should. There are routines for Armored strength, etc. I'd include Artillery in that too, though. I'd want to make the fact that suppy is critical (below 33%?) very apparent to the player somehow too by adding a black little icon instead of red or something.ORIGINAL: SMK-at-work
I think GD's system would probably work as a surrogate representation of fuel for TOAW given the nature of the supply rules - but I don't think I'd put proficiency in as a parameter, and it would only affect movement rates and combat.
It would only affect units with mechanised movement, and I'd suggest somethign like
1% supply - no fuel, all mechanised equipment counts 0 for combat and movement, all heavy equipment requiring motor transport counts 1/4 for combat and 0 for movement.
>1% and <=5% - minimal fuel for local combat operations only. All mechanised equipment counts 1/3 for combat and movement is restricted to followup or retreat after combat, all heavy equipment requiring motor transport counts 1/2.
>5% and <=10% supply - fuel for limited operations only. All mechanised equipment has movement restricted to 1/3 normal.
It's "rough and ready", and actual values are taken straight from my head so feel free tosuggest alternatives.
But it is simple, and works within the current game engine.......I think..??
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
- Curtis Lemay
- Posts: 15089
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: supply - esp for mech units
Please tell me you're not seriously considering the above.ORIGINAL: ralphtrick
It should. There are routines for Armored strength, etc. I'd include Artillery in that too, though. I'd want to make the fact that suppy is critical (below 33%?) very apparent to the player somehow too by adding a black little icon instead of red or something.ORIGINAL: SMK-at-work
I think GD's system would probably work as a surrogate representation of fuel for TOAW given the nature of the supply rules - but I don't think I'd put proficiency in as a parameter, and it would only affect movement rates and combat.
It would only affect units with mechanised movement, and I'd suggest somethign like
1% supply - no fuel, all mechanised equipment counts 0 for combat and movement, all heavy equipment requiring motor transport counts 1/4 for combat and 0 for movement.
>1% and <=5% - minimal fuel for local combat operations only. All mechanised equipment counts 1/3 for combat and movement is restricted to followup or retreat after combat, all heavy equipment requiring motor transport counts 1/2.
>5% and <=10% supply - fuel for limited operations only. All mechanised equipment has movement restricted to 1/3 normal.
It's "rough and ready", and actual values are taken straight from my head so feel free tosuggest alternatives.
But it is simple, and works within the current game engine.......I think..??
RE: supply - esp for mech units
ORIGINAL: ralphtrick
ORIGINAL: SMK-at-work
Please tell me you're not seriously considering the above.
Ditto. And if you are seriously considering it, please tell me it will only effect squad and platoon level units in six hour turn scenarios.
- Curtis Lemay
- Posts: 15089
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: supply - esp for mech units
http://www.gamesquad.com/forums/showthr ... 202&page=2ORIGINAL: ralphtrick
Do you have a link to the Gamesquad discussion?ORIGINAL: golden deliciousThe optional change Bob and I were discussing would be at the end of the supply line, not the source. Quantified supply is another issue.ORIGINAL: ralphtrick
If it's optional, you've got to figure out how to convert 'new scenarios to 'old supply rules. I don't really want to force designers to place two sets of supply, one old and one new. This may be as simple as saying that all the new supply sources supply equal amounts of the 'old' supply, but we'll need to test that.
Ralph
RE: supply - esp for mech units
Indeed, as it would immediately break about 99 percent of the scenarios out there.ORIGINAL: Curtis Lemay
Please tell me you're not seriously considering the above.ORIGINAL: ralphtrick
It should. There are routines for Armored strength, etc. I'd include Artillery in that too, though. I'd want to make the fact that suppy is critical (below 33%?) very apparent to the player somehow too by adding a black little icon instead of red or something.ORIGINAL: SMK-at-work
I think GD's system would probably work as a surrogate representation of fuel for TOAW given the nature of the supply rules - but I don't think I'd put proficiency in as a parameter, and it would only affect movement rates and combat.
It would only affect units with mechanised movement, and I'd suggest somethign like
1% supply - no fuel, all mechanised equipment counts 0 for combat and movement, all heavy equipment requiring motor transport counts 1/4 for combat and 0 for movement.
>1% and <=5% - minimal fuel for local combat operations only. All mechanised equipment counts 1/3 for combat and movement is restricted to followup or retreat after combat, all heavy equipment requiring motor transport counts 1/2.
>5% and <=10% supply - fuel for limited operations only. All mechanised equipment has movement restricted to 1/3 normal.
It's "rough and ready", and actual values are taken straight from my head so feel free tosuggest alternatives.
But it is simple, and works within the current game engine.......I think..??
-
SMK-at-work
- Posts: 3396
- Joined: Mon Aug 28, 2000 8:00 am
- Location: New Zealand
RE: supply - esp for mech units
ORIGINAL: sPzAbt653
ORIGINAL: ralphtrick
ORIGINAL: SMK-at-work
Please tell me you're not seriously considering the above.
Ditto. And if you are seriously considering it, please tell me it will only effect squad and platoon level units in six hour turn scenarios.
Well how about some "why it won't work" comments instead of whining?
Both you guys are intelligent folks, so I expect you have some reasons more than simple dislike?
BTW I'd make it a switchable advanced game option, and I see no reason why it should be limited to small scale games - large scale games are invariably on large scale hexes - moving a full strength panzer division 1 hex in FITE (10/16km miles) would take some 12,000 litres of gas, about 1/16th of it's total carry capability according to the site I mentioned earlier.
I see no reason why it shouldn't be limited to that radius of action when it's considered completely gasless. It would halt it at most for 1 move (2.5 days) only if it was at the very extreme end of its supply train, and was having REAL trouble getting supplied.
With even a modicum of supply (over 10% in my example - well within the red) it would suffer no problems at all.
Meum est propisitum in taberna mori
-
SMK-at-work
- Posts: 3396
- Joined: Mon Aug 28, 2000 8:00 am
- Location: New Zealand
RE: supply - esp for mech units
coem to think of it, I think it would be good to be scaleable as well as switchable - ie have a litle sub-menu where you could set the values at which various effects take place for different classes of units.
But then I wouldn't have to code it....[8D]
But then I wouldn't have to code it....[8D]
Meum est propisitum in taberna mori
RE: supply - esp for mech units
The game system doesn't deal with individual pieces of equipment at one moment in time. The system takes into account an entire units' overall ability to function over the entire length of a turn. Units with a low level of supply will operate at less efficiency over the course of a turn.
The commander of a tank battalion may be informed by the units' quartermaster that there is only enough on hand fuel for a 40 mile advance. The commander decides to fuel up half his tanks in order to go 80 miles at reduced strength.
The game system is fine the way it is.
The commander of a tank battalion may be informed by the units' quartermaster that there is only enough on hand fuel for a 40 mile advance. The commander decides to fuel up half his tanks in order to go 80 miles at reduced strength.
The game system is fine the way it is.
- a white rabbit
- Posts: 1180
- Joined: Sat Apr 27, 2002 3:11 pm
- Location: ..under deconstruction..6N124E..
RE: supply - esp for mech units
ORIGINAL: ralphtrick
It should. There are routines for Armored strength, etc. I'd include Artillery in that too, though. I'd want to make the fact that suppy is critical (below 33%?) very apparent to the player somehow too by adding a black little icon instead of red or something.ORIGINAL: SMK-at-work
I think GD's system would probably work as a surrogate representation of fuel for TOAW given the nature of the supply rules - but I don't think I'd put proficiency in as a parameter, and it would only affect movement rates and combat.
It would only affect units with mechanised movement, and I'd suggest somethign like
1% supply - no fuel, all mechanised equipment counts 0 for combat and movement, all heavy equipment requiring motor transport counts 1/4 for combat and 0 for movement.
>1% and <=5% - minimal fuel for local combat operations only. All mechanised equipment counts 1/3 for combat and movement is restricted to followup or retreat after combat, all heavy equipment requiring motor transport counts 1/2.
>5% and <=10% supply - fuel for limited operations only. All mechanised equipment has movement restricted to 1/3 normal.
It's "rough and ready", and actual values are taken straight from my head so feel free tosuggest alternatives.
But it is simple, and works within the current game engine.......I think..??
..33% has readiness attached so why not..
..don't worry about making the number obvious, we're quick learners..
..s'a flaw that needs resolving..
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
- Curtis Lemay
- Posts: 15089
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: supply - esp for mech units
So, you want me to repeat every post I've made in this thread so far? What would be the point?ORIGINAL: SMK-at-work
ORIGINAL: sPzAbt653
ORIGINAL: ralphtrick
Please tell me you're not seriously considering the above.
Ditto. And if you are seriously considering it, please tell me it will only effect squad and platoon level units in six hour turn scenarios.
Well how about some "why it won't work" comments instead of whining?
Both you guys are intelligent folks, so I expect you have some reasons more than simple dislike?
Regardless, try and imagine the impact if units can be reduced to zero combat strength so trivially.
- a white rabbit
- Posts: 1180
- Joined: Sat Apr 27, 2002 3:11 pm
- Location: ..under deconstruction..6N124E..
RE: supply - esp for mech units
ORIGINAL: ralphtrick
ORIGINAL: golden deliciousORIGINAL: JAMiAM
Go is a very simple game
Ralph
..yeah, right, simple..
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
RE: supply - esp for mech units
ORIGINAL: sPzAbt653
...
The game system is fine the way it is.
I've been following the discussion with interest, but just for clarity, what you're saying is that the way TOAW models supplies is fine and doesn't need changes, am I understanding correctly?
RE: supply - esp for mech units
The essential problem is that supply can never be modelled with precision. Any system will always be a fudge. The trick is to come up with the most painless fudge that doesn't break any of the exisitng scenarios, doesn't upset the play balance, doesn't require a team of logisticians to work 18 hours a day, is easy to understand for designers and players alike, and still does a reasonable job always allowing for the exceptions.
Not easy.
Best wishes,
Not easy.
Best wishes,
I love the smell of TOAW in the morning...
- Monkeys Brain
- Posts: 605
- Joined: Sun Oct 08, 2006 2:24 pm
RE: supply - esp for mech units
In FiTE I never and repeat never make attacks with red status ARMORED units. Ussually they are deep behind regaining strenghth and supply and as they are very heavy many turns pass without actually shipping them. Only few are on the front lines, those that goes with supply units so they have better supply (and they are still not commited).
Low supply means LOW efficency and combat quality. Yes, higher percentage of prof. tends to give even those red status units bigger quality but...
So my FiTE reflects a economical use of "OIL".
EDIT: try to attack with red armored units and you will have certanly bigger losses. In one game of FiTE I lost 80 German tanks on those Kiev forts. Now look at replacement rate of German tanks and you will realize that you need to be a bit savy with German armour in FiTE. At least I am.
Low supply means LOW efficency and combat quality. Yes, higher percentage of prof. tends to give even those red status units bigger quality but...
So my FiTE reflects a economical use of "OIL".
EDIT: try to attack with red armored units and you will have certanly bigger losses. In one game of FiTE I lost 80 German tanks on those Kiev forts. Now look at replacement rate of German tanks and you will realize that you need to be a bit savy with German armour in FiTE. At least I am.
RE: supply - esp for mech units
As your lawyer, sPzAbt653, I suggest you don't answer that question...[;)]ORIGINAL: jmlima
ORIGINAL: sPzAbt653
...
The game system is fine the way it is.
I've been following the discussion with interest, but just for clarity, what you're saying is that the way TOAW models supplies is fine and doesn't need changes, am I understanding correctly?
RE: supply - esp for mech units
Indeed. Any simulation of reality will, by definition, contain necessary abstractions. I'm the first to admit that TOAW's treatment of supply is not perfect. However, it does a fairly good job of abstracting supply usage, when you consider the 33/1 state to be a "normal" state of units that are constantly engaged in combat, and adjust the supply stockpile levels in accordance to that view, and based on reasonably competent and aggressive players.ORIGINAL: shunwick
The essential problem is that supply can never be modelled with precision. Any system will always be a fudge. The trick is to come up with the most painless fudge that doesn't break any of the exisitng scenarios, doesn't upset the play balance, doesn't require a team of logisticians to work 18 hours a day, is easy to understand for designers and players alike, and still does a reasonable job always allowing for the exceptions.
Not easy.
Best wishes,
Will the supply sub-system be improved in the future? This is a pretty safe bet. Some tweaks will come within TOAW III. However, a more drastic overhaul will have to wait until TOAW IV.
-
SMK-at-work
- Posts: 3396
- Joined: Mon Aug 28, 2000 8:00 am
- Location: New Zealand
RE: supply - esp for mech units
ORIGINAL: Curtis Lemay
So, you want me to repeat every post I've made in this thread so far? What would be the point?ORIGINAL: SMK-at-work
[Both you guys are intelligent folks, so I expect you have some reasons more than simple dislike?
no - I'd like some specific arguments about the specific point.
Regardless, try and imagine the impact if units can be reduced to zero combat strength so trivially.
IMO if you think getting down to 1% supply is trivial then that's teh best argument I have for introducing the system - it will stop it beign trivial!
Meum est propisitum in taberna mori
- ralphtricky
- Posts: 6675
- Joined: Sun Jul 27, 2003 4:05 am
- Location: Colorado Springs
- Contact:
RE: supply - esp for mech units
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.




