Reducing load cost

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dbmsts
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Joined: Fri Feb 18, 2011 7:56 am

Reducing load cost

Post by dbmsts »

I've asked a similar question in the main forum but someone said that I would be able to get more accurate answers in this section.

1. Does reducing load cost of a squad or ground weapon/device also reduce the number of men attached to it?

2. What will be the affects on the game if all squads' and weapons' (except for vehicles) load costs were reduced to 1?
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JWE
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RE: Reducing load cost

Post by JWE »

ORIGINAL: dbmsts

I've asked a similar question in the main forum but someone said that I would be able to get more accurate answers in this section.

1. Does reducing load cost of a squad or ground weapon/device also reduce the number of men attached to it?
Yes.
2. What will be the affects on the game if all squads' and weapons' (except for vehicles) load costs were reduced to 1?
It will be quite literally unplayable.
dbmsts
Posts: 135
Joined: Fri Feb 18, 2011 7:56 am

RE: Reducing load cost

Post by dbmsts »

thanks for the prompt reply
quote:

2. What will be the affects on the game if all squads' and weapons' (except for vehicles) load costs were reduced to 1?

It will be quite literally unplayable.

could you give some details about the second part?
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treespider
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RE: Reducing load cost

Post by treespider »

ORIGINAL: JWE

ORIGINAL: dbmsts

2. What will be the affects on the game if all squads' and weapons' (except for vehicles) load costs were reduced to 1?
It will be quite literally unplayable.


Well maybe not entirely unplayable ...but as no one would have any assault values I doubt any bases would change hands.[:D]
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
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treespider
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RE: Reducing load cost

Post by treespider »

ORIGINAL: dbmsts

thanks for the prompt reply
quote:

2. What will be the affects on the game if all squads' and weapons' (except for vehicles) load costs were reduced to 1?

It will be quite literally unplayable.

could you give some details about the second part?


As I said out in the main forum you need a minimum LC as a squad to have an AV....IIRC that value is 11.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
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JWE
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RE: Reducing load cost

Post by JWE »

Not exactly Spidey. Load Cost does not impact AV. Anti-Soft impacts AV. Anti-Soft <9 and the device won't AV no matter how big it is. c.f., our labor squads with 20 troops and A-S of 8 that don't contribute to AV?

@ dbmsts. Divisions are reduced to 600 or 700 men, they can load onto 3 DDs, you can put 9 divisions on an atoll, 6 Armys assaulting 21 Corps will cause maybe 27 casualties, there is no longer any point to shipping when 10 tuna boats can carry 10 divisions.

But, hey, maybe that floats your boat.
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treespider
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RE: Reducing load cost

Post by treespider »

ORIGINAL: JWE

Not exactly Spidey. Load Cost does not impact AV. Anti-Soft impacts AV. Anti-Soft <9 and the device won't AV no matter how big it is. c.f., our labor squads with 20 troops and A-S of 8 that don't contribute to AV?

@ dbmsts. Divisions are reduced to 600 or 700 men, they can load onto 3 DDs, you can put 9 divisions on an atoll, 6 Armys assaulting 21 Corps will cause maybe 27 casualties, there is no longer any point to shipping when 10 tuna boats can carry 10 divisions.

But, hey, maybe that floats your boat.


Arghh...need to adjust my meds....[:-]
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
dbmsts
Posts: 135
Joined: Fri Feb 18, 2011 7:56 am

RE: Reducing load cost

Post by dbmsts »

@ dbmsts. Divisions are reduced to 600 or 700 men, they can load onto 3 DDs, you can put 9 divisions on an atoll, 6 Armys assaulting 21 Corps will cause maybe 27 casualties, there is no longer any point to shipping when 10 tuna boats can carry 10 divisions.

But, hey, maybe that floats your boat.
:) LOL

Thanks again JWE, I really needed that.
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JWE
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RE: Reducing load cost

Post by JWE »

ORIGINAL: treespider
Arghh...need to adjust my meds....[:-]
Noo, you're kinda there. Load Cost has several functions. Raw LC is "men per device" - for everything, tanks and trucks and guns and squads and bears, oh my!! That is "troops at place" calculation algorithm #1.

And then there's another "load cost" algorithm #2. And here, LC is a function of the Devices it is associated with, and what the Devices are: squads?, little guns?, medium guns? big guns?, vehicles?, afv? it all depends on Device Type and LC per Type. What kinds of Types can load in troop space? What kinds of Types load in cargo space and at what multiplier? And what Types can go into 'either' space and at what penalties?

Yeah, LC and component Devices are very important for things like air transport and Fast TF transport, and stuff like that. Also very important for residence requirements and such like. It's yet another one of those implication things.[;)]
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