ColinWright
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Joined: 10/13/2005 Status: offline
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quote:
ORIGINAL: Legun quote:
ORIGINAL: ColinWright quote:
ORIGINAL: Legun 3.9. True unit equipment upgrades. 3.9.1. Clicking on an equipment item in unit’s menu allows player to change the equipment for other (assigned is 0, old equipment goes to pool). New equipment takes the slot of the old equipment in the unit’s TO&E, with the same authorized quantity. Unit must be supplied, unmoved, & not in enemy ZOC. Unit gets a penalty - proficiency, readiness or supply reduction. 3.9.2.The possibility is set by designer in a special window “equipment transition sequences” – each type of used equipment can have selected one type of upgraded equipment. Advanced: It’s defined for each of units separately. I don't suppose it cuts much ice with you that this is an entirely different proposal. I see a place for discussion. Your problem could be partially "by-passed" thanks to defined rearment this way: - you use F4/F5 to define such unit 9/9 'assault recon' squads. 9/9 'assault recon' squads. 9/9 'assault recon' squads. 9/9 'assault recon' squads. 9/9 5 cm mortars. after first assault 8/9 'assault recon' squads. 2/9 'assault recon' squads. 6/9 'assault recon' squads. 5/9 'assault recon' squads. 9/9 5 cm mortars. so, you change one of the slots: 8/9 'assault recon' squads. 0/9 'replacement light rifle squads.' 6/9 'assault recon' squads. 5/9 'assault recon' squads. 9/9 5 cm mortars. and you can get replacements 8/9 'assault recon' squads. 9/9 'replacement light rifle squads.' 6/9 'assault recon' squads. 5/9 'assault recon' squads. 9/9 5 cm mortars. etc. I've found my old example, lost during one of TDG crashes. This is a rearment definition designer's window could look like: I'm missing something. Either (a) there's some unspecified mechanism for changing the authorized equipment slots in mid-stream, or (b) something that keeps the empty slot from filling up until losses to the other equipment have occurred. In any case, I mentioned the approach of a 'weapons cap' because it sounds like it wouldn't require much work on the part of the programmer, and at the same time, could simply be ignored by designers and players who weren't interested in it. The default 'cap' would simply be the total of all authorized equipment, and if designers didn't take advantage of it, it wouldn't affect them or the players in any way. Put it this way. My typical British rifle battalion in Seelowe: 33/36 rifle 2/2 light rifle 9/12 50 mm mortar 2/2 3 inch mortar 1/2 dual AA MG 7/10 Bren Carrier By default, the program is going to assign a 'maximum assigned/authorized equipment' cap of 64. Somewhere on the unit report, it will say 'maximum assigned/authorized equipment: 64.' Normally, people will see that and go 'oh.' It won't require anything of them at all. That's nice that all those numbers add up to 64, and since there are no empty slots waiting for room to start filling, it doesn't matter. But creating the cap opens up a simple, practical way of modeling various kinds of transitions for designers that need to do so -- as I illustrated above with the 'Stosstruppen' example. One could even take the concept and permit wholesale re-equipping as follows. The player has to wait until the desired item is the most common of that weapon category in the pool. Like, there are more Panthers than any of the other types of tank in the unit. If the designer has enabled the feature, the player then takes the unit he wishes to 'reequip' and clicks on whatever type of tank it has. The program then fills up the empty slot for 'Panthers' -- that being the most available equipment type that is one of the possible choices and that is under 'tanks.' A battalion might look like this before equipping: 52/56 Mk IV 4/56 Panther Equipment: 56 Readiness 80%. Supply 80%. Panthers have been pouring into the pool, so on hand there are now 98 Mk III, 29 Mk IV, and 83 Panthers. The player clicks to empty out the Mk IV slot and the unit fills up as 0/56 Mk IV 56/56 Panther Equipment: 56 Readiness 40%. Supply 40%. So now one could pull back that tank regiment and have it reequip all at once if that was what the designer wanted to make possible. Or, the player can just let the engine do its thing. Have gradual transitions ala panzer regiments in the Afrika Korps or American infantry realizing they have to take the fighting seriously in Korea.
< Message edited by ColinWright -- 2/18/2008 10:04:08 AM >
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