ORIGINAL: KingHalford
Ok so now we've this new opinion that people are spouting as fact: "The push based logistics system doesn't allow for meaningful decisions, it is a mere binary switch "optimal"/"not-optimal" setting that you have to manage and that's it".
This is utter rubbish. Consider the case where you're low on logistics points in a city, and need to decide whether to send your trucks to resupply frontier troops, or to get that new Asset up in a city in the opposite direction. That's a meaningful decision, and the automated system does not fix this, it just adds two systems to do the job the first one did just fine.
I can think of other cases where altering the flow of supply one way or another reflects a genuine tactical decision and I'm sure the rest of you can too. I reject this "fact" completely, and add it to my evidence that the original claims made about the traffic light system were hyperbolic, and that's me being charitable.
This kind of thing annoys me: there are several valid and reasonable reasons for demanding an automated system, including "I just don't like having to click on traffic light management buttons I find it boring", and that's fine. But can we stop making stuff up and then holding it up as fact please? It does nothing to help the development of the game.
What you say is entirely true if there's not enough logistical points in the system to supply all needs - it's the economics of scarcity, where you're forced to allocate limited resources one way or another based on what you consider more important. But what about when you DO have enough logistical points in the system to cover everything, if only it was properly directed? Then it DOES become an optimization problem. You either direct the flow correctly so that your troops are fed, or you don't and waste logistical points. Not a lot of meaningful decisions to be made there, I reckon, and unfortunately a good player is more often going to have sufficient logistical flow than he is going to have to deal with insufficient flow, and a bad player probably won't yet have the mental toolkit to diagnose and fix the problem manually anyways.
Are there edge cases where you might still want to manually direct flow even when there's no scarcity? Sure - reassigning points for managing a strategic transfer you find important, for instance. But the question isn't whether edge cases exist or not, the question is "Does the prevalence of such edge cases make it worthwhile to require you to fiddle with the logistical system manually at all times?" To put it another way, hypothermia is a serious medical condition and you should absolutely layer up to protect against it, and it would make perfect sense to don cold-weather gear in Antarctica. Does it make sense to do so at all times of the year in Quebec? In New York? In South Carolina? In Florida? How often do these edge cases occur, and are they worth the aggravation of dealing with the system the rest of the time when they don't? That's something that everyone has to answer for themselves, but for me, personally, I don't find the edge cases occur often enough to make it worthwhile.
But that does bring up another question: do the edge cases warrant manual fiddling at all? What you're describing is a meaningful decision, yes, but it's also a prioritization problem overlaying an optimization problem. The meaningful decision is your choice of priorities - everything after that is simply twisting knobs until the flow does what it's supposed to, same as the rest of the time. Is manual control NECESSARY to make that decision? What if you attached a prioritization system to the pull system, so that you could designate given units or assets low, medium, or high priority (or even a percentage priority, if you like granularity) so that in times of shortage the logistical system automatically diverts towards what you consider more important? Et voila - you're making the same meaningful decisions, but no longer having to manually manage traffic signs to do so.
Of course, that comes with its own problems and isn't a perfect solution - namely, coding a system like that is likely to be complex, may introduce weird new bugs, and might prove hard to understand. Whether or not it would be worth it to include a system like that would be up to Vic and his estimate on how difficult it would be. But you see I hope how the meaningful decisions you point out aren't intrinsically married to manual management - they CAN be separated, if desired.
Edit: Just fired up my first 1.04b3 game and it turns out you actually CAN designate tiles to receive custom pull points so that they're automatically diverted where you wish, so...yeah! Not sure how that applies to priorities and such, but yeah, the tools to make the kinds of decisions you're talking about are still in there, you just don't have to worry about it the rest of the time.
ORIGINAL: jwarrenw13
The evil roadblocks in the game are performing the control measures that MPs or local civilian police would perform in ensuring the the MSR stays open and supplies roll to the right place and not down a road to nowhere.
While I can't quite speak for zgrsssd, isn't that his point? You're the supreme commander of an entire nation in arms, yet doing the duty of MPs.
Now I don't necessarily agree that being a supreme commander is inherently better than acting as a MP, or that there's no pleasure to be had in being a MP, but if someone's playing Shadow Empire largely for the experience of being in high command and making grand sweeping decisions, you can see how one might resent having to do the muckwork of low-level staff, yeah?
To use another analogy, suppose there was a game about naval warfare in the Age of Steam, where you're an admiral in command of one national fleet or another. But while you're busy ordering fleet divisions about, trying to guess the enemy's intentions, and doing their level best to get that goddamn battlecruiser squadron to give you some actual goddamn actionable information instead of cryptic remarks about a battle, the game ALSO expects you to manually stoke the boilers of every individual ship, shoveling in more coal and bleeding pressure where necessary.
Now, is it realistic that this needs to be done? Absolutely. Is it vital for the upkeep and management of any individual ship? Certainly. Is there a certain degree of thinking, planning, and management that goes into this? No doubt. Are there going to be some folks in love with this mechanic, so little covered elsewhere? Heck yeah!
But are there also going to be a sizeable amount of players, even I would guess the majority who would consider such a mechanic to be an irritating distraction from the business of leading a war fleet to battle, and would greatly prefer that it be automated or abstracted so that as fleet commander you see and manage only that which is directly relevant to your role as fleet commander? Also very much yes.
Again, of course, I stress that none of this is some universal, objective fact with anyone who disagrees turning their face from unfiltered TRVTH. Some folks enjoy manual logistics and thinks it's part and parcel of being a supreme commander, and other folks don't. But you can see how if you don't, you'd greatly resent being forced to do so, yeah?