I think the dev team has a very specific viewpoint and intent for how logistics points should flow and be controlled.
There are conventions and assumptions about rules the player must know to understand that system--as intended.
However, the mixing of English nouns (
truck,
rail, etc. points) and verbs (
pull points) all being used as adjectives--makes it more difficult to communicate.
Adding pulling points didn't make the vision and intent clear. It made control much simpler via the use of automatic pull points for assets, cities, and units. If you turn on easy mode, it just runs. Problems solved. Mostly.
For example, per the image...
Goal:
Make sure 50 points get to the asset without wasting logistic points and not micomanging the traffic signals in the road junction hex.
Situation:
Points flowing through the main supply route will change. Avoid adjusting the traffic control signals each time the numbers change.
Method: (not automatic)
Set custom pull points to 50 in the asset's hex. Set the traffic control signal to block 100% for truck points only. Rail points and pull points are not impeded by the traffic control signal.
Assumed Results: (two viewpoints)
(1) Assume logistic points to be
pulled (action verb) into the asset's hex as indicated. Logistics points would have made a path to the hex to provide the custom set 50 points the player ordered. The logistics points needed to create that path would have come from the road junction hex. No traffic sign was set for pull points, so pull points are expected to ignore the traffic control sign and flow south (you can't tell that of course looking at the interface's map). Why are no preview points shown going to the asset's hex? Is that a bug?
(2) Assume by using a traffic control signal that blocks truck points south, no pull points can flow to the hex. No preview points are shown to reinforce this viewpoint. Then how can a player make use of custom pull points? Answer: remove or adjust the traffic control signal to allow the flow of logistic points south to the asset's hex until LP's arrive in the correct quantity. So why use custom pull points at all?
We all know which of just these two viewpoints are true, because we know the rules.
Both views, however, appear logical given the names and the interface controls. The lack of preview points at least is a warning.
The issue is that we don't know which is correct because the names used and the control interface is unambiguous and transparent to the player without other knowledge. The player must likely learn by trial and error or the forums.
or talk to the developer about a series of tests
This is only one situation, created just for this test. The game is filled with more complex situations.