RE: AN APPEAL TO REASON
Posted: Thu May 19, 2005 2:14 pm
I support Tristanjohn and if people want to attack me, I do not care.
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: rtrapasso
Getting back to what (at least i think) should be in a new improved WITP (let's call it WITP2 for brevity). This is probably pie in the sky, but here goes:
1. A switch for game playability/balance vs. historical - throwing said switch changes the parameters to make the game more evenly balanced on one option, vs. an historical model. Such a switch would broaden the appeal of the game immensely (i think).
2. Logistics - i think most people agree it needs to be slowed up (at least for the historical option). So:
A. Ports - ports are limited to number of ships that can be loaded at one time by port size (or maybe port size x 2). Any Ships up to port size x 3 can be unloaded using port facilities. Above that, ships can still unload, but rate would be limited to "over the beach" rates. Maybe this could be simplified by using OPS points for port facilities, with larger ports having more OPS points.
B. Rail lines - rolling stock implemented. No rolling stock = no rail movement of units, no supply movement. Also stops the strange ability of IJ to rapidly overrun India, China as we have seen in some AAR threads (again slowing the pace of the game).
C. Ability to turn off repairs to runway, port facilities. Why would you want to turn over nice pristine air base to the enemy, forgoing building fortifications to allow the enemy to occupy the newly repaired runway which you used up your supplies for?
D. Ability to destroy additional base facilities, supplies using PPs. Why leave 250000 tons of fuel for the enemy to capture when one road flare can prevent it?
3. Special ops - you can allocate supplies, troops, money for special ops (mini-sub attacks, canoe attacks, speed boat attacks, etc.) Results on random table - and if using historical model option, most likely to fail.
Just a few thoughts for discussion (or not)...[;)]
ORIGINAL: Tristanjohn
A good place to start in that search would be with Andrew Brown, who has done remarkable work for the CHS project. His present map stands head and shoulders above the stock version, and the only thing holding it back seems to be the rather odd method chosen of making changes to it--that is, a sort of consensus is required of project workers for changes to be affected.
If the present port sizes/construction schedule remain the same (1-9) then a port probably shouldn't be able to offload more ships than its own size (i.e. ships that could find dock space), with 2x the dock-rate number of ships off-loading at the beach rate. (So, a level-0 port could only offload 1 ship at the beach rate, a level-1 port could offload 1 ship at a dock and 2 ships at the beach rate, etc.)
That's why ships in an invasion fleet are loaded differently than ships carrying bulk goods. Combat loads take up a great deal of space (stowage space is high) but can be unloaded quickly (takes longer to load it properly, however). Bulk loads reduce stowage space to a minimum but take considerably longer to load or unload, since you're squeezing as much stuff on board ship as possible AND you need to keep track of the stuff as you're unloading it. Combat loads are designed to provide the fighting unit with enough supplies to last 14 to 30 days in combat. There's a section about the different loads in one of the Army Green Books.ORIGINAL: rtrapasso
This would mean that if you are invading over the beach (at a non-port) enemy hex you could only unload one ship at a time - and your forces would be slaughtered if they have any significant opposition. If this doesn't apply in attacking enemy bases, then you have the logical oddity that you can unload faster when opposed than when there is no opposition - ("ok men - set loose the POWs and give them guns so that we can get these ships unloaded!"[:D])
ORIGINAL: rtrapasso
I agree with many of your points, however this one causes a problem if implemented in this manner:
If the present port sizes/construction schedule remain the same (1-9) then a port probably shouldn't be able to offload more ships than its own size (i.e. ships that could find dock space), with 2x the dock-rate number of ships off-loading at the beach rate. (So, a level-0 port could only offload 1 ship at the beach rate, a level-1 port could offload 1 ship at a dock and 2 ships at the beach rate, etc.)
This would mean that if you are invading over the beach (at a non-port) enemy hex you could only unload one ship at a time - and your forces would be slaughtered if they have any significant opposition. If this doesn't apply in attacking enemy bases, then you have the logical oddity that you can unload faster when opposed than when there is no opposition - ("ok men - set loose the POWs and give them guns so that we can get these ships unloaded!"[:D])
ORIGINAL: eMonticello
I like the idea of differentiating between Quartermaster Supplies (aka Organic Supplies) and Ordinance (aka Military Supplies), which includes munitions, equipment, and unit replacements. However, I suspect if it would add a layer of complexity with few benefits unless the hierarchical nature of the military is reinforced.
In other words, HQ units (LCU, air, and naval) are the only units that can "convert" Ordinance to meet the needs of an LCU/Air Group/Ship. When the combat unit requires munitions/equipment/replacements, the lowest-level HQ that the combat unit is attached will push "converted" Ordinance to the combat unit after it "pays" using its Quartermaster Supplies. The difference between my suggestion and the current model is the Ordinance would need to flow through the combat units' HQ instead of being drop-shipped from the factory.
ORIGINAL: eMonticello
That's why ships in an invasion fleet are loaded differently than ships carrying bulk goods. Combat loads take up a great deal of space (stowage space is high) but can be unloaded quickly (takes longer to load it properly, however). Bulk loads reduce stowage space to a minimum but take considerably longer to load or unload, since you're squeezing as much stuff on board ship as possible AND you need to keep track of the stuff as you're unloading it. Combat loads are designed to provide the fighting unit with enough supplies to last 14 to 30 days in combat. There's a section about the different loads in one of the Army Green Books.ORIGINAL: rtrapasso
This would mean that if you are invading over the beach (at a non-port) enemy hex you could only unload one ship at a time - and your forces would be slaughtered if they have any significant opposition. If this doesn't apply in attacking enemy bases, then you have the logical oddity that you can unload faster when opposed than when there is no opposition - ("ok men - set loose the POWs and give them guns so that we can get these ships unloaded!"[:D])
ORIGINAL: Rainerle
Hi,
IMO only one new resource would be needed. Call it military supply or manufactured supply or what. This would come out of the HI centers while the generic 'organic' supply would still be produced by the resource centers. All units would require both to operate although to a different degree. Infantry units would rely more on the organic nature and less on the military/manufactured one (more beans than bullets) while artillery units/CD/BB/CV/aircraft etc. would require more of the manufactured stuff which would include avgas.
As for capturing supply: What we need is a feature to destroy supply/fuel/oil/resources on purpose. But this has to be done prior to the capturing i.e. while I'm still in control of the base. If I lose control the stuff is taken by the new owner.
As for pace of events:
LCU should be in a non-combat ready state after moving fast on the map. The movement into combat i.e. enemy-occupied hex should always be at walking speed.
Finally I'm not sure if we need a complete new game.
ORIGINAL: Raverdave
Yeah there are one or two things that could be fixed, but for the most part I REALLY enjoy playing this game, and it sure as hell beats anything else that is out there at this point in time for scope and value for money.
What else are you gonna do? Play the old PACWAR and UV ?