molotov_billy,
I don't want to get into a point scoring exercise here.
?
Yes it would be nice to be able to allocate priorities but that is going to have to wait till another game. Please bear in mind that while not perfect the Resupply system in COTA will be a hell of a lot better and more realistic than in HTTR. Rome was not built in a day - but the Colloseum is nearly done, the crowds are beying for blood and it's time to open the gates and let the games begin. [:)]
I think you're confusing my suggestions for demands. I'm not sure what to say to make you less defensive other than that I'm just a fan trying give my input. However you want to use it or not use it is up to you. I'm going to be buying every game in this series so it doesn't matter anyway [:)]
Anyway I just think it would be a shame to put a bunch of work into a supply system that has no interactivity. It would be really cool to have a system where I could say "yeah, my friend joe beat me in that last pbem game because he really knew the supply system well. we were head to head in tactics, but he just knew all of the tricks on how to get the right ammo at the right place at the right time."
If supply is this completely automated thing running in the background, it becomes less of a game feature and more of a gimmick. I would personally just like to see the most bang for your buck (game features for coding time, that is) - zero interactivity would just be a shame, especially when computer AI won't ever be able to anticipate or plan like a player can.
The one interactive feature you are getting out of supply is the ability to cut it off from the enemy player, which of course is awesome in itself. I just wish there was some feature attached to it for the other spectrum of play where a player could become "really good" at supplying his forces. Just another facet of warfare, that's all.
What's that famous saying? "amateurs study tactics, while the pro's study logistics?" something like that