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An idea for supply

Posted: Wed Aug 01, 2007 9:55 pm
by SMK-at-work
just a thought on making supply more transparent.

In GOA, as with a lot of games, supply sources are generally only 1 hex - a city or a port or some otehr specific designated point.

Suply is normally unlimited.

However to be honest there is a limit to how much a single hex can really support - cities aer often short on fod - they have to import it from the countryside of course...that's what countrysides are for!! :)

But in GOA we have HQ units with activation points that represent massive stockpiles of everything needed for major attacks - ammo, equipment, food.

So i'd like to see supply function through HQ's, and also the size of the avaialble "supply hinterland" being taken into account.

Eg if a unit is cut off in a single hex, it should lose supply quickly as there isn't much infrastructure to support it. But it it is cut off in a "pocket" of a few hexes then it should lose supply at a lower rate....or even not at all perhaps if hte pocket includes a city and a few country hexes representing an almost complete infrastructure over a wide area.

HQ activations points should delay loss of effectiveness by some time - I'd suggest a whole turn per point.

Just some not-particularly-random thoughts.......