New feature: use of transport for manpower repair in Port Supply

WarPlan Pacific is an operational level wargame which covers all the nations at war in the Pacific theatre from December 1941 to 1945 on a massive game scale.

Moderator: AlvaroSousa

Post Reply
User avatar
ncc1701e
Posts: 10721
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

New feature: use of transport for manpower repair in Port Supply

Post by ncc1701e »

To avoid the exploit that consist of sending low strength units to overseas location, and getting "magic" repair.
eskuche wrote: Thu Feb 24, 2022 5:32 pm Once you get into PBEM, you'll see that the US can move a ton of low strength units overseas then reinforce them magically. That's kind of the one complaint I have about WPP at this time but I don't think there is enough vocality about game balance at the moment.
I wish it would be possible to introduce this new rule:

When 1 manpower is required to repair a given unit in Port Supply, and not Main Supply, then 1 transport point is removed from the transport pool and declared In Use.

As such, if no transport is available, no repair is done.

The player will use the Normal reinforcements / Prioritized reinforcements to indicate which transport allocation must be used in priority.

If the player has a big offensive to start, he will stop repair on units, not needed, in Port Supply. As such, he will have a pool of transports to use. But, he may continue to use the Upgrade Only option to upgrade its units, in Port Supply, with its PP points since Upgrade only does not use any manpower.

Any ships or air units in Port Supply Interdiction on a given port, containing an enemy unit under repair and requiring transport of manpower, may have a chance to sink a transport carrying manpower. This sunk transport will be removed from the transport pool of the given country and one manpower point will be lost for the given country.

Since, as per the rule, a unit will repair 20% of its full strength each turn if possible, if several manpower points are used, the equivalent number of transports are used. Its mean one or more transport, manpower points could be sunk and eliminated during a repair.

As an example, if 3 manpower points are used to repair an unit in a port in Port Supply Interdiction. If an enemy air unit is sinking 2 transports, the unit will gain only one manpower back. 2 manpower points and 2 transports will be removed from the pool of the given country.

Air unit won't be affected since, as per manual, air units do not require manpower to repair.

In the Pacific, there are countless stories of troop transports, carrying divisions, sunk by US submarines preventing reinforcements of Japanese occupied islands.

I really like this idea. For me, this is an elegant way to resolve the above problem without too much micromanagement.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
User avatar
ncc1701e
Posts: 10721
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

Re: New feature: use of transport for manpower repair in Port Supply

Post by ncc1701e »

And, since the goal is always to avoid micromanagement, I think there is a simple way to not go back and forward to change the repair statuses of all units.

My idea is to manage this directly in the Production screen.

Such as today, we are managing MM for next turn, we are managing PP allocation for next turn; what I am proposing is to change the interface to add in the Reinforcement/Upgrade section two values instead of one:
1. The production allocated for the repair/upgrade next turn
2. The transports allocated for the repair of units in Port Supply next turn

This is easy and elegant. You tell immediately without micromanagement how many transports of your pool will be used next turn. As such, some quiet turns, you can use several ones. But, if you have something big into preparation, you can reduce the allocation for repair so that your units have enough transports left in the pool for usage.

In the below example, I have allocated 74 PP for upgrade and repair next turn. And, since I have few landings to perform, I can only afford to allocated 45 transports, from my pool of transports, next turn. These 45 transports will be dedicated, if needed (perhaps all my units are indeed repaired), to transport manpower for repairing my land/naval(?) units in Port Supply. I recall that Air unit won't be affected since, as per manual, air units do not require manpower to repair.

This add a brand new dimension to the game. 8-)
New Production Screen.JPG
New Production Screen.JPG (137.01 KiB) Viewed 453 times
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
User avatar
AlvaroSousa
Posts: 12022
Joined: Mon Jul 29, 2013 7:13 pm
Contact:

Re: New feature: use of transport for manpower repair in Port Supply

Post by AlvaroSousa »

I will examine it thanks
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
User avatar
ncc1701e
Posts: 10721
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

Re: New feature: use of transport for manpower repair in Port Supply

Post by ncc1701e »

Thanks to you. I think this is the last exploit possible. The game is great, lot of fun.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
User avatar
sveint
Posts: 3837
Joined: Fri Jan 19, 2001 10:00 am
Location: Glorious Europe

Re: New feature: use of transport for manpower repair in Port Supply

Post by sveint »

Easier way to do it: make transport and invasions always cost the full size of the unit.

Edit: Sorry not exactly the same thing, still I think a divsion should always cost 10 transports, a corps always 30, etc.
Post Reply

Return to “Warplan Pacific”