ORIGINAL: Curtis Lemay
ORIGINAL: ColinWright
You're not making sense to me. The only explanation I can see for your remarks is that you are referring to some system you have in mind that differs from what I have proposed.
I'll try one more time. Currently, the supplied/unsupplied state is based on one thing and one thing only: whether the unit has a communications path back to a supply point. So, unless that is changed, delivery of supply units will not affect the unit's supply state.
Okay. I'm not sure I see that as a real problem. After all, even if we bring a supply column into Stalingrad, until we establish a permanent line of communications, they're still isolated. Half of their losses shouldn't go into the pool and all that.
How have I started 'accounting for the actual delivery and associated lift requirements'? I don't think I've set up an mechanism for that at all.
We're talking about discrete supply handling. Lift is fundamental to that.
Why? I'm talking about designer determined supply units that appear as he decides with the strength he decides and the attributes he decides. How does 'lift' enter into this?
Well, this presupposes that the current interdiction model is a particularly faithful or accurate representation of reality. I don't think it is, so it doesn't disturb me that we may be affecting how it operates.
It doesn't presuppose anything about the current system. It presupposes that the discrete supply system we adapt (whatever it is) will be a particularly faithful and accurate representation of reality.
Oh that'd be a bit ambitious -- and likely be unnecessarily complex. I'd settle for something that merely qualifies as an improvement over the current situation. Now, if you
want to improve matters still further, that could be good. However, first, it's not a prerequisite, and second, it may or may not be practicable.
Then there is the path issue. I would assume you want at least some path code. Otherwise it would broadcast supply to isolated units.
I'd tend to see this as not necessarily essential. People who really didn't want isolated units benefiting when a supply unit disbanded could simply set the radius of supply units to zero or one -- or refrain from using supply units at all. After all, units that are in isolated positions often do manage to obtain sporadic supply. It's not like it would necessarily be all that unrealistic if the disbanding of a supply unit led to supplies reaching that stack isolated two hexes away -- nor would it necessarily solve those units' problem. Indeed, the owning player might not want to piss away his supply that way -- in which case he would set them to 'minimize losses' while he disbanded the supply unit.
Wow. I guess if that's your attitude, then a distribution radius (sans any other code support) is ok, provided it's a trivial feature to code. If it's non-trivial, however, I'll revive my objections.
Yeah. However, the supply unit is to some extent an abstraction in the first place: see it as representing the locus of supplies that have actually been brought up somewhat earlier and are now actually getting to the units in the area in question. Alternatively, one could always put in code preventing the unit from disbanding after it has expended movement points.
I don't see it as any more of an abstraction than any other unit. And even if it has to wait a turn to disband, that's only one turn. As I said, the radius could extend multiple turns away.
Well, aside from everything else, I would prefer a system where the effects are relatively easily predicted by the player -- and where he doesn't have to spend an undue amount of time calculating what they will be. I don't want to play the 'Operational Art of Logistics' -- I merely want some system that operates on principles more in accord with actual reality than the current one.
Hence my preference for a relatively simple (for the player, anyway) mechanism with easily understood effects that requires a minimum of book-keeping. However, if it is more complex, I can live with that too.
As a player, I'd rather not have to jerk around with moving 'exhausted' supply units that -- like MP's, rail repair units, etc -- would really be something of an abstraction in the first place. In the search for 'realism' it needs to be borne in mind that we may not be simulating something that is particularly 'real' in the first place. After all, supply units generally don't move as concentrated hordes located in one particular hex. I'm just using units to move supply because they are easily seen and controlled by the player.
There might be alternate ways to do it. Suppose supply units pay double the MP cost for each hex they enter. The thing that needs to be modeled is the interdiction chance and supply cost of the return trip. Remember that it's the fuel the supply units themselves consume that accounts for the exponential decay of supply values for a given distance from the supply source. Wihout modeling that, supply would be projected unrealistically far.
But, personally, I'd rather just include the return trip.
...Well, there's nothing intrinically accurate about including 'the return trip.' It's not like this will automatically reflect the actual cost of delivering supplies anything more than anything else.
Indeed, the simple mechanism of the supply units can reflect the attrition you refer to. If one has so many supply units that will keep reconstituting themselves after being disbanded, the further they have to travel from their start hex, the less effective supply they can deliver.
Assume that the mechanism only permits supply units to be disbanded at the start of a turn . Let's look at two cases. In the first, the supply units take one turn to reach their destination. Let's assume six supply units. At the start of a given turn, two units have just appeared, two are in position to be disbanded, and two are somewhere in the bowels of the reconstitution process. Two supply units worth of supply will be delivered each turn.
Now assume the trip takes four turns. On a given turn, one unit has just appeared, three are in route but too far away to benefit anyone if they disband, one is in the process of reconstituting, and only one is delivering effective supply.
Part of the beauty of this system is that the designer can determine how strong this effect will be -- simply by manipulating the remoteness of the appearance hex and the movement rate of the supply unit. Almost any desired rate of attenuation of supply can be obtained.
Naturally, players might do all sorts of things, but the way I tend to visualize using such a system would be to have a minimum of traditional supply -- like 5%. Then a modest number of supply units -- like maybe one for every fifty units appearing each turn. These move up to the front and disband. The focus can either be on getting everyone ready to withstand the impending onslaught, by going first to one sector and then another, to unleash Bagration by the same means, or to quickly pump up one sector and deliver something like Citadel.
Note how well this could work. Like, when the Russians go over to their own attacks in response to Citadel, one of the reasons I will be motivated to abandon my own attack is that I will need to start diverting my own supply units to refuel those units who are resisting the Russian onslaught.
I think an amalgamated system would be much harder to code and would be useful for far fewer of the, currently, impossible-to-model topics. Better to have a choice of two systems, one abstract & the other discrete.
...Hopefully you're wrong. The enormous advantage of an amalgamated system is that it allows one to have most of the benefits of discrete supply without having an enormous book-keeping chore. You just conciously bring up supply for your 'big push.' You don't have to fret about those divisions peacefully moldering in the Vosges.