RE: What exactly does a supply unit?
Posted: Sun Jan 28, 2018 5:50 pm
The limitations of the current system are the main reason why I'm opposed to letting bonus's from supply units stack. Given the opportunity people absolutely would pile all their supply units into a single area generating a massive local spike in supply. Since supply limitations are a control on the maximum sustained limit for combat and the maximum distance that attackers can advance from their supply points this would be an invitation to break the balance in every existing scenario with multiple supply units.
If TOAW were to switch to a tonnage based supply system, reworking supply units in a way that would allow them to potentially stack effects without breaking the system (after a certain point all you've done is to suck the depot dry) might be feasible. I don't however ever expect to see such a change made though because it would be a lot of work for a game whose development appears to be running on a shoestring and it couldn't be added as a dropin replacement for the original system (any attempt to generate automatic default tonnages for existing scenarios would end up breaking at least some of them because there's no easy way to differentiate between scenarios where combat is occurring continuously over the whole front and ones where significant portions are static at any given time); meaning that it would be necessary to carry both supply models forward adding a major complexity penalty to both ongoing development and to the games learning curve.
As an aside, for medium complexity scenarios tonnage based limits can be approximated by having events adjust the overall level as additional potential supply sources and consumers are added. A recently AARed DDay scenario did this with the supply going up each time an additional port was captured and down each time an additional division was deployed to France. In the current system that, combined with sub100% supply points for locations where supply levels are much lower than the main front is probably the best that is feasible without a major scenario breaking rework of the engine.
If TOAW were to switch to a tonnage based supply system, reworking supply units in a way that would allow them to potentially stack effects without breaking the system (after a certain point all you've done is to suck the depot dry) might be feasible. I don't however ever expect to see such a change made though because it would be a lot of work for a game whose development appears to be running on a shoestring and it couldn't be added as a dropin replacement for the original system (any attempt to generate automatic default tonnages for existing scenarios would end up breaking at least some of them because there's no easy way to differentiate between scenarios where combat is occurring continuously over the whole front and ones where significant portions are static at any given time); meaning that it would be necessary to carry both supply models forward adding a major complexity penalty to both ongoing development and to the games learning curve.
As an aside, for medium complexity scenarios tonnage based limits can be approximated by having events adjust the overall level as additional potential supply sources and consumers are added. A recently AARed DDay scenario did this with the supply going up each time an additional port was captured and down each time an additional division was deployed to France. In the current system that, combined with sub100% supply points for locations where supply levels are much lower than the main front is probably the best that is feasible without a major scenario breaking rework of the engine.