WP2 Breakout Session - Production / Repair
Posted: Mon Oct 16, 2023 2:18 pm
I am hoping go start one of these each week...time permitting...
SO to start lets discuss
PRODUCTION / REPAIR
PRODUCTION
I do not have a lot of issues with the way production works overall...but
Issues
Cut off locations. They should not be allowed to provide resources to the country since they are not connected to the capital.
Think of Paris being surrounded...then ONLY Paris's points should be in the build.
It would be nice to take the other points and be able to use them for repair of units outside the capital...though not sure how that would be to program.
Think of Stalingrad when it was undersiege and still building tanks though not sure if it was surrounded.
I would also love a breakdown of the points. Say the country has 200 points...but how did they get those?
A simple breakdown, something like.
In country resources x multiplier
Imported resources from Allies.
Captured resources.
I would also like the ability to disable Allies from sending points.
IF you want them take them...if not then don't.
I would like the ability to disable individual locations from sending points.
For Example...Germany captures London...that would mean 3 MM are travelling every turn to Germany...it would be nice to be able to disable that if desired.
Improvements
Shipyards
I dislike that they are "mobile". They should be in a single/split up amoung location(s) and able to be damaged by air bombing, similar to oil bombing.
This would slow repair as well as units currently in production.
This might be a bit of a challenge but would be a nice to have.
I would like to see armor and aircraft factories.
Country should be able to build them up, similar to shipyards...start with enough and perhaps some would be in the build queue to appear on specific dates.
They would be able to be bombed like oil to slow production.
What they create would be required to build units that use those resources.
Armor example (Based on divisions)
Breakthrough Mech 2 Armor
Heavy Mech 3 Armor
Breakthrough 4 Armor
Heavy Armor 6 Armor
Air Example (Not sure what to base this on yet)
Ground Attack 1 Air per Str point
Tactical Bomber 1.25 Air per Str point
Strategic Bomber 2 Air per Str point
Each turn the country gets X Armor / Air and they are not lost turn to turn, they build for furture production.
A possible option for building using the same concept for Infantry
You build X Infantry steps, Y Armor Steps, Z Air Steps.
The cost is for them is say 1939 base cost for a repair / reinforce step. So for a 1939 Infantry I believe it would be 4...if I remember correctly
They are then used to create units / repair
Add cost for tech level and unit organization creation (UNIT HQ, Supply, Logistics and so on) / reinforce units (added cost for tech level)
Infantry would require X Infantry to create and Y PP for tech level and command and control.
Armor/Mech would require X Infantry, Y Armor to create and Z PP and command and control.
Air would require X Infantry, Y Airframes to create and Z PP and command and control.
I am a fan of each version getting a little more complex around specific things.
REPAIR
Issues
It is always a battle to figure out how many points I need and how to upgrade specific units over other units, land, air and sea.
I don't really want to have a queue that you put units in, in order...but I guess that would be an option too.
Many times I want to repair an air unit and then a specific land unit but that is not possible.
IT would be great to have a manual repair option for those that wish to use it.
And still leave the automatic with a button click to complete.
You would just have to force the player to use up ALL the points they can that they put in the repair option.
SO if a player puts 100 points toward repair...
They must use as many points as they can until nothing is left that can be repaired.
NOW this would not be the case if using Infantry, Armor and Airframe steps. You could only repair so much per turn.
A country does not have infinite tanks and air to repair just those things.
Naval repairs...
This will be discussed later but reparing a CV from crippled to fully functional in a month is insane, when it can take 3 months to get an armored corps fully operational.
I think the naval units need to have strength like land units and this would solve that issue.
Example
CV = 30
BB = 25
CVL = 20
CA = 15
DD = 10
Sub = 5
Certain ships could even be stronger or weaker just due to their nature.
i.e.
Yamato might be 30 for a BB...Iowa might be 27/28...
As well as individual attack and defense stats...
Think of this...
IF a CV was crippled...say it took 25 points damage. It would actually require a year to repair, depending on turn length that is. Yes it could still fight but...at a reduced capacity.
Cost would also be low for countries that find it extremely difficult to repair ships.
SO to start lets discuss
PRODUCTION / REPAIR
PRODUCTION
I do not have a lot of issues with the way production works overall...but
Issues
Cut off locations. They should not be allowed to provide resources to the country since they are not connected to the capital.
Think of Paris being surrounded...then ONLY Paris's points should be in the build.
It would be nice to take the other points and be able to use them for repair of units outside the capital...though not sure how that would be to program.
Think of Stalingrad when it was undersiege and still building tanks though not sure if it was surrounded.
I would also love a breakdown of the points. Say the country has 200 points...but how did they get those?
A simple breakdown, something like.
In country resources x multiplier
Imported resources from Allies.
Captured resources.
I would also like the ability to disable Allies from sending points.
IF you want them take them...if not then don't.
I would like the ability to disable individual locations from sending points.
For Example...Germany captures London...that would mean 3 MM are travelling every turn to Germany...it would be nice to be able to disable that if desired.
Improvements
Shipyards
I dislike that they are "mobile". They should be in a single/split up amoung location(s) and able to be damaged by air bombing, similar to oil bombing.
This would slow repair as well as units currently in production.
This might be a bit of a challenge but would be a nice to have.
I would like to see armor and aircraft factories.
Country should be able to build them up, similar to shipyards...start with enough and perhaps some would be in the build queue to appear on specific dates.
They would be able to be bombed like oil to slow production.
What they create would be required to build units that use those resources.
Armor example (Based on divisions)
Breakthrough Mech 2 Armor
Heavy Mech 3 Armor
Breakthrough 4 Armor
Heavy Armor 6 Armor
Air Example (Not sure what to base this on yet)
Ground Attack 1 Air per Str point
Tactical Bomber 1.25 Air per Str point
Strategic Bomber 2 Air per Str point
Each turn the country gets X Armor / Air and they are not lost turn to turn, they build for furture production.
A possible option for building using the same concept for Infantry
You build X Infantry steps, Y Armor Steps, Z Air Steps.
The cost is for them is say 1939 base cost for a repair / reinforce step. So for a 1939 Infantry I believe it would be 4...if I remember correctly
They are then used to create units / repair
Add cost for tech level and unit organization creation (UNIT HQ, Supply, Logistics and so on) / reinforce units (added cost for tech level)
Infantry would require X Infantry to create and Y PP for tech level and command and control.
Armor/Mech would require X Infantry, Y Armor to create and Z PP and command and control.
Air would require X Infantry, Y Airframes to create and Z PP and command and control.
I am a fan of each version getting a little more complex around specific things.
REPAIR
Issues
It is always a battle to figure out how many points I need and how to upgrade specific units over other units, land, air and sea.
I don't really want to have a queue that you put units in, in order...but I guess that would be an option too.
Many times I want to repair an air unit and then a specific land unit but that is not possible.
IT would be great to have a manual repair option for those that wish to use it.
And still leave the automatic with a button click to complete.
You would just have to force the player to use up ALL the points they can that they put in the repair option.
SO if a player puts 100 points toward repair...
They must use as many points as they can until nothing is left that can be repaired.
NOW this would not be the case if using Infantry, Armor and Airframe steps. You could only repair so much per turn.
A country does not have infinite tanks and air to repair just those things.
Naval repairs...
This will be discussed later but reparing a CV from crippled to fully functional in a month is insane, when it can take 3 months to get an armored corps fully operational.
I think the naval units need to have strength like land units and this would solve that issue.
Example
CV = 30
BB = 25
CVL = 20
CA = 15
DD = 10
Sub = 5
Certain ships could even be stronger or weaker just due to their nature.
i.e.
Yamato might be 30 for a BB...Iowa might be 27/28...
As well as individual attack and defense stats...
Think of this...
IF a CV was crippled...say it took 25 points damage. It would actually require a year to repair, depending on turn length that is. Yes it could still fight but...at a reduced capacity.
Cost would also be low for countries that find it extremely difficult to repair ships.