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Supply system
Posted: Thu Dec 18, 2008 9:58 am
by doomtrader
At the moment supply system calculates supply for all countries after the very end of turn, when the last player hits 'end turn' button.
We are deliberating about calculating supply after every player's turn, what in short means that if Allied unit will be sorrounded by Axis, then it can't run away with the help of strategic redeployment feature.
I would like to know your opinions about that.
RE: Supply system
Posted: Thu Dec 18, 2008 11:47 am
by lancerunolfsson
[/quote]
We are deliberating about calculating supply after every player's turn, what in short means that if Allied unit will be sorrounded by Axis, then it can run away with the help of strategic redeployment feature.
That seems like what is already happening> I can move a Polish unit into a surrounded area using Strategic move. I have not tried other way around. So you mean to fix this problem right? By calculating supply at end of each countries turn.
The effect though if you calculate at the end of each Countries move then for instance a player will use British units which move first to cut off German units which then can be destroyed by French units. Because they have been now calculated out of supply at the end of the British turn.
So If you want to maintain balance and not introduce "gamey" Mechanism. And eliminate the current problem of strategic moving in amd out of cut off areas then if it is possible calculate supplie after all countries of each Alliance has finished moveing.
RE: Supply system
Posted: Thu Dec 18, 2008 11:56 am
by doomtrader
That seems like what is already happening> I can move a Polish unit into a surrounded area using Strategic move. I have not tried other way around. So you mean to fix this problem right? By calculating supply at end of each countries turn.
Should be
can't instead of
can. Already corrected.
RE: Supply system
Posted: Thu Dec 18, 2008 1:07 pm
by JMass
ORIGINAL: doomtrader
We are deliberating about calculating supply after every player's turn,
I stopped to play WW2:RtV waiting and hoping for a big improvement, calculating supply after every player's turn is on the right way.
RE: Supply system
Posted: Thu Dec 18, 2008 1:15 pm
by Toby42
Not to hijack this thread, but JMass are you going to re-do the counters mod to reflect the addition of Mulberries?
RE: Supply system
Posted: Thu Dec 18, 2008 1:26 pm
by JMass
ORIGINAL: Treale
Not to hijack this thread, but JMass are you going to re-do the counters mod to reflect the addition of Mulberries?
Not in short time I fear, I am very busy on my RGW map's mod and on others mods.
RE: Supply system
Posted: Thu Dec 18, 2008 1:39 pm
by gwgardner
Should continue to calculate supply at the end of a complete turn. That level's the playing field for everyone.
However, for strategic movement you should not use 'current supply state' as a criterion for movement, but rather, at the time of movement, being able to trace a line uninterrupted by enemy zones of control between the beginning and ending points of the strat movement. (best way to implement this is by adding railroads)
In addition, strat movement should be limited by distance and unit size. Once can currently strat move a unit from Gibralter to Stalingrad in one turn. Not very realistic when considering unit sizes.
RE: Supply system
Posted: Sun Dec 21, 2008 5:11 am
by jeffreysutro@jeffreysutro.com
ORIGINAL: gwgardner
Should continue to calculate supply at the end of a complete turn. That level's the playing field for everyone.
[font="Times New Roman"][/font]
Actually, calculating supply at the end of a of a complete turn gives an advantage to the countries that move later, since they have the opportunity to try to move unsupplied units back into supply before the effects of being unsupplied are applied. Countries that move earlier do not have the opportunity to get their units back into supply before the effects are applied.
I would suggest that the effects of lack of supply be applied at the end of the turn of the country that owns the unsupplied units (which might not be until some time in the next game turn), rather than at the end of the complete game turn. For example German units would not be affected by lack of supply until the end of the next German player turn. This levels the playing field for everyone regardless of whether they move early in the turn or late in the turn. It also eliminates the problem that lancerunolfsson pointed out of one ally putting a unit out of supply, and the next ally reaping the advantages of that before their opponent can to react.
Note Added 12/21/8
After thinking about it further, I realize that my suggestion still does not entirely solve the problem that lancerunolfsson pointed out, since it allows countries whose allies move before them to be put back into supply before suffering the effects of being out of supply, while countries whose allies move after them have no such possibility. Consequently, I would suggest combining Lancerunolfsson's suggestion with mine and applying the effects of being out of supply to all countries in an alliance at the end of the Alliance's next turn.
RE: Supply system
Posted: Sun Dec 21, 2008 4:26 pm
by jeffreysutro@jeffreysutro.com
ORIGINAL: doomtrader
.
We are deliberating about calculating supply after every player's turn, what in short means that if Allied unit will be sorrounded by Axis, then it can't run away with the help of strategic redeployment feature.
[font="Times New Roman"]
As was suggested by gwgardner, I also think that Strategic Redeployment should not be allowed to take place through enemy (or neutral), controled territory, nor through enemy or neutral units or zones of comtrol.[/font]
RE: Supply system
Posted: Sun Dec 21, 2008 5:00 pm
by balenami1291
I add an issue.
Supply system is the key to add realism to the game.
Oil from Africa...
Iron from Norway..
No oil No tanks move
No iron No tanks at all.
I think WW2rtv can support a more sophisticated system...
I thinks it's better Supply would be calculated before a game turn and the game need more reaistic strategic goals (africa it's the most important).
But I know so it's more difficult make a good AI and the game rules will add some pages to study.