Ammunition cap?

Commander - The Great War is the latest release in the popular and playable Commander series of historical strategy games. Gamers will enjoy a huge hex based campaign map that stretches from the USA in the west, Africa and Arabia to the south, Scandinavia to the north and the Urals to the east on a new engine that is more efficient and fully supports widescreen resolutions.
Commander – The Great War features a Grand Campaign covering the whole of World War I from the invasion of Belgium on August 5, 1914 to the Armistice on the 11th of November 1918 in addition to 16 different unit types including Infantry, Cavalry, Armoured Cars and Tanks, Artillery, Railroad Guns and Armoured Trains and more!

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Hellfirejet
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RE: Ammunition cap?

Post by Hellfirejet »

The problem is getting everyone to agree what they want to see in the game, setting the Ammunition level at 70, is not the problem, we all want a game that is historical to a certain extent, but also gives you plenty of flexibility to play and enjoy and be experimental at the same time, I seen on the forum somewhere, I can't remember where, that someone suggested that Garrison units, should be used just for occupying Cities & Fortresses, and nothing else, fixed in that position unable to move, an interesting option.
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operating
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RE: Ammunition cap?

Post by operating »

I recall something like that too, it almost sounds like a military state, someplaces would call them the National Guard, a local militia, native of the region.. Russia would have about 40 of them, under different flags, starting with the Finns.
and one flew over the Cuckoos nest
villev
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RE: Ammunition cap?

Post by villev »

Ammo cap at 50 makes a lot of sense gameplaywise. As Suprass commented, arty would be too powerfull if ammo wasn't capped, and cap at 50 + production around 8-10 lets you keep firing continuously with two arties for 3-4 turns before stock is depleted. That's already plenty and there can easily be historical reasoning for this too: Though ammo can be easily stockpiled endlessly, local tranport infrasturcture can only keep supplying it to certain artillery unit at limited pace, hence local stocks can run out even though there might be still plenty of shells in some rear area dump. You could imagine that ammo stockpile limit reflects this. It works well as a game mechanic anyway: you are forced to consider your use of ammo instead of just blasting away.

Shell shortage crisis is in game as historical flavour, I guess. The effect is minimal: -5 NM for Brits, and it triggers if stocks are below certain level (10?) and production is relatively low. These events are really a nice touch, in my opinion. There should be more of them in the game. http://en.wikipedia.org/wiki/Shell_Crisis_of_1915
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Hellfirejet
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RE: Ammunition cap?

Post by Hellfirejet »

The other option is to have the Artillery effect reduced, so that bombardments have a shock influence, rather than a unit strength reduction.
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operating
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RE: Ammunition cap?

Post by operating »

Shell shortage crisis is in game as historical flavour, I guess. The effect is minimal: -5 NM for Brits, and it triggers if stocks are below certain level (10?) and production is relatively low. These events are really a nice touch, in my opinion. There should be more of them in the game. http://en.wikipedia.org/wiki/Shell_Crisis_of_1915

I was unaware of a penalty to the Brits for a shell shortage, Yes, see the Notice/memo, but did not think much of it (that's sneaky). However, does same -5 NM happen to CP also? These points are not discussed in the Manual.

Kirk, I will think about your suggestion to rationalize the pro/con of it, Breakfast first!
and one flew over the Cuckoos nest
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