Originally posted by Joel Billings
I'm intrigued by the fuel storage and refueling based on port size (I'll have to see what Gary says about this).
Joel
I know it smells of self-promotion and showmanship, yet in case the Matrix has missed it (they didn't respond to my query on their opinion about this issue then

) and for the possible benefit for WITP I'd like to bring
this older thread on fuel issues to your attention.
I advocate
a) that in order to facilitate forward deployment of PTs and barges that these shouldn't run on fuel oil but - like aircraft - on 'supplies'
b) that the auto-refueling function at bases (save Noumea, Brisbane and Truk) should be deactivated in order to avoid the unwanted/needless drain on fuel reserves (and ops points) at forward bases by TFs that still have more than ample fuel left. Instead an 'low-on-fuel' warning message and/or an auto-return function should be implemented.
c) to create limits on the amount of fuel that can be stockpiled at different base sizes because it is unrealistic to refuel ships above PT/barge size at bases - or even worse at beach dots - without proper storage facilities. This would help curb the unrealistical fast pace of operations that is currently possible in UV. I might add that stockpile limits should also apply to supplies.
Furthermore I think we really need two different transport TF types, just like in PacWar. One ordinary cargo TF with full cargo capacity and very slow 'over the beach' (un-)loading rates, and an amphib' attack transport mission simulating combat loading. If you slelect this attack mission, cargo capacities should be automatically cut in half (like with loading fuel on APs), but the effects on (un-)loading rates 'over the beach' and readiness/disruption/fatigue should be more favorable. Maybe it would be even possible to distinguish between AK/AP and AKA/APA type vessels, with higher amphib' attack benefits for the latter.
And lastly, I really like Mike's idea of a 'barge mission'.