ORIGINAL: damezzi
A zone of influence, so that in scenarios with small distance hexes, the supply bonus could have a radio with decreasing benefit.
Ok, just the supply, as opposed to command (see 4.14). That's what wasn't clear.
I'm not sure that the above will amount to much. Usually, the benefit to the unit for being adjacent to the HQ is only a couple of points. Trying to effect an exponential decay radiation of that may be close to pointless. And those scenarios with small-scale hexes are supposed to have small-scale HQs to go with it. In other words, at 2.5km, the HQs are battalion scale, whereas at 50km they're army-group scale, etc. (That was the theory, anyway).
In fact, even if this isn't exactly a negative characteristic of the game, I think that it would be better if some concepts weren't based in hexes adjacency, but in real distance. One example I think is really illustrative is intelligence in open terrain. A unit in flat arid terrain, for example, should be able to sight enemy much further than 2.5km...
I think this is a misconception about open terrain. It isn't a billiard table. It just isn't hilly or wooded enough to rate a hill or forest tile. You still can't detect properly cammo'ed defenders dug into it. And we don't want to get into line-of-sight issues. (However, see item 2.6 "Steppe").
...(not to mention naval units in open seas),
Now, here I agree. In fact, see item 9.18 (item 9.17 applies to this issue, too).
Exactly, but also applying to the penalties for moving from an adjacent hex to another.
It says that. ("Leaving/crossing").
My intention wasn't to undervalue the amount of work put in this kind of things. We can see it by those changes proposed by the new path and how much work seems to be involved. I only wanted to mean that it could be object of a patch and not a complete rethinking of the engine.
I only meant that the development team itself has been surprised by how difficult some very simple changes turn out to be. It just isn't as easy as people think (including us).