Nothing will be done without research and talking to the Beta team about consequences, etc. I don't like some things, like artillery being able to fire with very few rounds, but that's a personal preference, and won't be reflected in the design of TOAW without firm justification. Just because I don't like it, doesn't mean that it doesn't model reality well within TOAW. I know that I'm a programmer, and not a historian or a scenario designer. The fact that it's lasted this long with this strong an audience indicates to me that it does a reasonable job of modeling operational warfare.ORIGINAL: Curtis LemayPlease tell me you're not seriously considering the above.ORIGINAL: ralphtrick
It should. There are routines for Armored strength, etc. I'd include Artillery in that too, though. I'd want to make the fact that suppy is critical (below 33%?) very apparent to the player somehow too by adding a black little icon instead of red or something.
Right now, some people do pay attention to supply, and it makes a difference in gameplay, so it's possible that what really needs adjustment is the UI to make it clearer to people exactly what the impact of supply is to help them manage it better.
There are a lot of factors in TOAW that are not very apparent like that, terrain being another one that I'd like to make more apparent.
Thanks,
Ralph