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HQs, Logistics, Leaders

Posted: Mon Dec 15, 2014 3:00 pm
by IronMikeGolf
You guys are prolly already thinking about this stuff, but just in case...

How about separating the logistics elements from the HQs into their own units with a Resupply radius? And a penalty to resupply rates as that log element takes casualties.

How about having the leaders being able to go forward and have them influence their subordinate elements? In the US Army, tank and mech Bns have two AFVs for the Bn Cdr and S3 (Ops Officer). It is not uncommon for those guys to go forward to where they feel the critical points are. Also to extend the geographical span of control on the ground.

The same applies to Co Cdr and XO. On the ground I have seen this go both ways. Depends on philosophy and personality of the higher commander. I've seen some commanders chastised for not having every main gun shooting and others for having themselves or XO put in unneeded risk.

What might that do in the game? Maybe a unit is in Command radius if either unit HQ or unit leader is close enough. Other things might be a bump in Readiness or recovery of Morale when a leader is present. And a loss of those if a leader is KIA. Of course, leaders might not all perform the same, too.


RE: HQs, Logistics, Leaders

Posted: Mon Dec 15, 2014 4:48 pm
by Mad Russian
How about having leaders with ratings while we are at it? Each with their own ratings to show the skill levels of each side.


Good Hunting.

MR

RE: HQs, Logistics, Leaders

Posted: Mon Dec 15, 2014 6:32 pm
by IronMikeGolf
Yes, that was what I was thinking. So a unit has a baseline value on some aspect, and the leader modifies that. Of course, it would be entirely possible for a leader to degrade a unit below baseline on some attribute. Might affect Training Level, too.

RE: HQs, Logistics, Leaders

Posted: Mon Dec 15, 2014 11:48 pm
by Mad Russian
Which could also work into the limited orders part of the game. Depending on what shape your leaders are in would determine the number of orders you we able to give.

Good Hunting.

MR

RE: HQs, Logistics, Leaders

Posted: Tue Dec 16, 2014 1:03 pm
by wodin
Love the leader idea..yes please!!!

RE: HQs, Logistics, Leaders

Posted: Tue Dec 16, 2014 4:20 pm
by Mad Russian
And not only units being tracked during campaigns and have them getting awards and gaining experience but the leaders could do the same.


Good Hunting.

MR

RE: HQs, Logistics, Leaders

Posted: Tue Dec 16, 2014 4:30 pm
by wodin
Also cool if leaders can get killed or wounded during a campaign with a possibility of returning to duty..

Leaders would add so much to the immersion which is already superb as it is.

RE: HQs, Logistics, Leaders

Posted: Tue Dec 16, 2014 6:03 pm
by CapnDarwin
Leaders could be a cool addition to the game side of the engine. We are talking about a few other advanced game optional features (allow for an on/off) like leaders too. At the moment, these would be a 2.1x feature add on.