Is resupply too fast in FCSS?

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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Tcao
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Is resupply too fast in FCSS?

Post by Tcao »

Here is an example, the SPA battery only needs 9min to resupply from 44% to 75%. That seems like a mission impossible IRL.
resupply.jpg
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There are other examples, like a depleted ammo M1A1 plt only needs 15 min to resupply to 100% ammunition (unfortunately I don't have the screenshot for that)
byzantine1990
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Re: Is resupply too fast in FCSS?

Post by byzantine1990 »

Tcao wrote: Sat Feb 11, 2023 2:11 am Here is an example, the SPA battery only needs 9min to resupply from 44% to 75%. That seems like a mission impossible IRL.
resupply.jpg

There are other examples, like a depleted ammo M1A1 plt only needs 15 min to resupply to 100% ammunition (unfortunately I don't have the screenshot for that)
What would be the realistic times for your examples?
IronMikeGolf
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Joined: Fri Mar 19, 2010 7:53 pm

Re: Is resupply too fast in FCSS?

Post by IronMikeGolf »

Tcao wrote: Sat Feb 11, 2023 2:11 am Here is an example, the SPA battery only needs 9min to resupply from 44% to 75%. That seems like a mission impossible IRL.
resupply.jpg

There are other examples, like a depleted ammo M1A1 plt only needs 15 min to resupply to 100% ammunition (unfortunately I don't have the screenshot for that)
Please detail, in terms of real world actions, how the current game mechanic disconnects. The firing unit is penalized with nine minutes of non-firing state as is, despite having plenty of ammo for missions. One can make a solid argument for arty units resupplying without firing penalty.

On the tank resupply, since you're throwing the first rock you get to go first. What real world actions do you see consuming time for a tank crew resupplying about 40 rounds?
Jeff
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