
C
Moderator: Hubert Cater

ORIGINAL: Christolos
Thanks Xsillione,
I would like to know the reasoning behind why raiding such hatched hexes are free of requiring supply being used up. Wouldn't it be more realistic and less of a potential exploit if it did.
Bill or Hubert?
C
ORIGINAL: Mercutio
To be fair, any naval vessel will use supplies IRL while doing almost nothing. They wouldn't just sit there. Circle? Sure. Also they are using food and water. Personally I feel naval vessels should use a minimum of .5 supply a turn, but I doubt the game handles that. Also moving takes fuel, but that is not accounted for that I can tell.
I doubt a ship of that time could go all the way around the world and never stop for fuel and provisions.
Heck, at least lose readiness for being tired of being at sea?
Thanks Hubert.ORIGINAL: Hubert Cater
ORIGINAL: Christolos
Thanks Xsillione,
I would like to know the reasoning behind why raiding such hatched hexes are free of requiring supply being used up. Wouldn't it be more realistic and less of a potential exploit if it did.
Bill or Hubert?
C
No specific reasoning to be honest as one is game engine driven, i.e. raiding a convoy has a very specific mechanism in place that takes into account assigning experience and supply reduction etc., whereas blockading as shown in this example is a script driven event that is triggered due to the subs being located there. Essentially we use similar events to trigger similar results in other parts of the game and it could be a completely different unit type all together and on land and so on.
We could in theory expand how the event functions to also similarly apply experience and supply losses but I'd have to have a think on how to make it work for different types of events (perhaps for some events we wouldn't want this) since as mentioned this is event driven.
However, I'm not sure it would necessarily be ideal game play wise. For example, when raiding an actual convoy, raiders need to be on the move in order to avoid detection, and the cat and mouse game ensues. In game play terms, there is in my opinion a stronger argument to be made for the experience gains and supply losses under this scenario.
On the other hand, for blockades, the subs positioning themselves there are much more vulnerable as they are known positions (i.e. positions to blockade as well as positions to eventually escape from) and in theory much easier to defend against as there is no hiding for the 'raider' as there would be when regular convoy raiding across an expanse of ocean.
Reducing supply (despite adding in modest experience gains) might dissuade players from even trying blockading as the risks could then potentially outweigh the rewards.
I'm just thinking out loud here and I'm not necessarily 100% sure on this, but those are my initial and quick thoughts.