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RE: Air missions should use Fuel
Posted: Sat Apr 14, 2012 10:17 pm
by treespider
But I digress...
The real concern seems to be the late game the Japanese are able to put up a bunch of fighters in the air because they are not burning Fuel but using supply.
So lets say hypothetically we cause the aircraft to burn Fuel...how much should they burn?
The Japanese in DBB-C can theoretically produce c.7900 Fuel points per day in the Home Islands. Don't you think players will simply start to create large stock piles of fuels points in the HI to compensate?
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 12:19 am
by Bullwinkle58
ORIGINAL: treespider
But I digress...
The real concern seems to be the late game the Japanese are able to put up a bunch of fighters in the air because they are not burning Fuel but using supply.
So lets say hypothetically we cause the aircraft to burn Fuel...how much should they burn?
The Japanese in DBB-C can theoretically produce c.7900 Fuel points per day in the Home Islands. Don't you think players will simply start to create large stock piles of fuels points in the HI to compensate?
I can attack those.
I don't play DBB yet. I assume those fuel points must still come from Oil, which had to be hauled to the HI on scarce tankers. If I sink the tankers before the endgame, by historic use of my subs for example, there won't be 7900 fuel points per day, and a lot less air defense for the HI. In contrast, now, with the LI model, the HI make supply from local resources and planes can fly while isolated from the rest of the map forever, unless the Allies take out either Resources or LI. I've done a strat bombing campaign into mid-1946. Trying to swat down LI is really hard to do.
In summary, the difference with a fly-fuel model is the petroleum resources are geographically distant from the HI where they will be needed at the 11th hour. LI is right next to Resources in Japan. Supply is a closed loop.
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 1:13 am
by treespider
ORIGINAL: Bullwinkle58
ORIGINAL: treespider
But I digress...
The real concern seems to be the late game the Japanese are able to put up a bunch of fighters in the air because they are not burning Fuel but using supply.
So lets say hypothetically we cause the aircraft to burn Fuel...how much should they burn?
The Japanese in DBB-C can theoretically produce c.7900 Fuel points per day in the Home Islands. Don't you think players will simply start to create large stock piles of fuels points in the HI to compensate?
I can attack those.
I don't play DBB yet. I assume those fuel points must still come from Oil, which had to be hauled to the HI on scarce tankers. If I sink the tankers before the endgame, by historic use of my subs for example, there won't be 7900 fuel points per day, and a lot less air defense for the HI. In contrast, now, with the LI model, the HI make supply from local resources and planes can fly while isolated from the rest of the map forever, unless the Allies take out either Resources or LI. I've done a strat bombing campaign into mid-1946. Trying to swat down LI is really hard to do.
In summary, the difference with a fly-fuel model is the petroleum resources are geographically distant from the HI where they will be needed at the 11th hour. LI is right next to Resources in Japan. Supply is a closed loop.
So give us a number how much Fuel should be used for 2 Babs flying a recon vs 27 Zeros on CAP vs 48 Sally's?
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 2:11 am
by Commander Stormwolf
yeah making the logistics any more complicated would be a waste of time..
better to clean up the mechanics of the game..
.. btw 27 zeroes on CAP for 5 hours would use 9018 litres of fuel [;)]
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 5:28 am
by PizzaMan
If you're going to separate out Aviation Fuel, you might as well separate out Small Arms Ammo, Bombs, Naval Ammo, and Food & Water.
WitP-Ultimate Edition
Features: 20 miles / hex
Individual Avatars for Pilots and Commanders showing Hair Color, Eye Color, and Skin Tone
2 Turns / Day (1 night phase, 1 day phase)
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 10:26 am
by treespider
Perhaps a "simpler" solution would be a reworking of the economic model within the existing code framework and the tools available to the Modder.
For my Treespider mod I reworked the inputs and outputs of the industry and resources in an effort to create more strain on the Japanese economy...
So to solve the Lght Ind supply generation "problem" that concern those wanting AvGas - my first broad brush strokes would be for a return to the WitP system and the elimination of LI from the Home Islands....and perhaps the map altogether. That being said the requisite inputs and outputs for Hvy Ind would need to be reworked.
While doing that one might want to look at eliminating the ability to create huge HI surpluses.
One of the things that naws at me is the ability of players to shut-off industry. That should not happen as the "hidden" civilian economy is assumed to be part of the industry inputs. By allowing players to shut off industry it allows them to starve their own civilians. Which brings me to a "wishlist item" and interesting addition to the VP calcs... minus VP's for every industry (HI or LI) that fails to produce in a turn. In other words the 2700 point Heavy industry factory at Tokyo shuts down for a day - 2700 VP's...
With all that I might start look at readjusting the economic model again...hmmm.
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 11:07 am
by Puhis
It is no longer possible to shut off LI.
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 11:10 am
by treespider
ORIGINAL: Puhis
It is no longer possible to shut off LI.
But apparently you can still shut off HI.
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 3:41 pm
by el cid again
ORIGINAL: Captain Cruft
Air missions should use Fuel as well as Supply
I fully realise that there are no future functional code changes planned to the game engine, but I'm still going to try anyway.
Hypothesis:-
If there is one single thing that this game needs it is for air missions to use fuel as well as supply.
Why? Well AvGas is a product of oil refineries, so it's factual. Secondly, it would drastically reduce the operational tempo in general and thirdly (most importantly) Japan would be faced in-game with what was it's most crucial problem in reality. Which as of right now it isn't. It can keep thousands of planes in the air right up to the finish.
The problem is structural. In fact, AVGAS is supply points in this system - refineries produce supply explicitly for that reason.
At root, a better system would be if we had a breakout of "supply" as three items
munitions (ammo for short) - which is 90% of what is used (by weight) when fighting
fuel (POL for short - the formal military meaning - all petroleum products) - which is the majority of what is used by motorized units when
moving - and by ships
general supply (supply for short) - everything else - including food, spare parts, name it - this is a small requirement for all but draft land
units - but it is universal - and pretty much independent of if a unit is fighting or moving - it always needs general supply
I even proposed that for WITP - compared to UA - but it was too fundamental to get included.
The other thing that needs to be present for economics to make real sense is more kinds of "resources"
The ancient paper "War in the Pacific" by SPI had "northern Resource points" and "Southern Resource Points" - an attempt to say that you cannot just
import resources from one place and get all you need, period.
I prefer to separate out things like coal - which is the MAJORITY of what Japan imports (by weight) - and which is also important economically (coking coal is a fundamental requirement to make steel - steel is the second most important limit on wartime production after oil - the total amount of steel you can make is limited and hard to grow rapidly - and your choices of what to do with it are critical - you can build rifles, tanks, warships, bridges, railroads, steel frame factory buildings - the list is long) - and coal also is a fuel used for most electrical power and many steam powered industrial operations. Not to mention a fuel for some ships. So coal alone accounts for a significant majority if imported resources. Then there is iron ore - the second biggest thing needed by weight. But both are worthless without other minerals - I represent them by copper - but one might use another term. All these are different from oil. And there is important critical stuff - I represent it with rubber - but it includes antimony - you can't make ammunition without it. Finally there needs to be some sort of agricultural input - a place that generates food or cotton (for guncotton as well as uniforms) - ought not to be creating the same thing as a place making coal, iron, other minerals, etc does. That way you value a location for what it makes, and cannot substitute that for what you must get somewhere else.
We are not going to see this stuff in WITP/AE or derivitive products.
The real problem with air units is they do not need enough supply points. They pretty much fly almost for free. Since supply is defined in tons, supply for combat missions ought to include the weight of bombs! It does not. It does not even matter how much you fly. Only the use of drop tanks increases your supply costs - a little.
I do not believe this would be massively difficult to code, and the effects would be very well contained, just confined to how many planes take off for XYZ air mission. There ought to be no bug leakage into other areas unless the code really is borked beyond belief.
Discuss ... [:)]
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 4:29 pm
by Bullwinkle58
ORIGINAL: treespider
So give us a number how much Fuel should be used for 2 Babs flying a recon vs 27 Zeros on CAP vs 48 Sally's?
I don't have a number, but for simplicity I would make it the same number. A number could be derived; it was done for ships and works well.
Further, failure to have a number at hand does not disprove the basic premise, which is strategic in nature.
I reiterate: fuel is unique in the economic model(s) due to its relative rarity and strict geographic locations which drive Japanese strategy, timing, defense allocations, and late-war production trade-offs relative to HI production versus fleet and merchant movements. No other economic factor has a hand in more aspects of the game, which is as it should be and as it was in RL.
I would also like to note that although air-fuel modeling would bring serious change to the late-war game it would also influence both sides' activities througout. If, for example, the Japanese HAD to get fuel to all operating bases in order to even do CAPs they would have far less sealift capacity for flights of fancy in India or Australia. Similarly, if the Allies had to distribute fuel to leap-frog islands instead of stockpiling huge amounts to support only fleet operations at several core bases such as Sydney, they would be extremely pressed in the early game. It's already three kinds of hell keeping Oz in fuel in 1942. It would be even more of an Allied headache to keep Darwin and PM fueled enough to put up a CAP. PM with a strained air defense makes a Coral Sea battle more likely. How many times do we see a real Japanese effort to take PM in 1942 in AARs? Seldom, primarily because PM can be made an air citadel very quickly in the first three months of 1942. Oz makes supply organically and it can be shipped into PM in two weeks or less from the start of the game. Fuel is much harder to deploy early on.
RE: Air missions should use Fuel
Posted: Sun Apr 15, 2012 4:39 pm
by Dili
An good option would be
-fuel
-coal(and energy alternatives),
-military industrial production (means ships are more vulnerable to catastrophic explosion)
-all other production(food etc).
So all units: air,sea,land have to get parts of at least three. Then a game would have a unit of consumption for transport per service that will have a mixed composition. Of course will be still possible to move any of 4 item itself like when there is need of great quantities of fuel. Ideally in a game the player should be able to make their own units of consumption for the circumstances.