Ambassador
Posts: 1674
Joined: 1/11/2008 From: Brussels, Belgium Status: offline
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quote:
ORIGINAL: n01487477 LCU production again ... Alright, I've finally figured out any discrepancies in Arm/Veh production... FYI. At present the reinforcement points for Arm/Veh production are correct(as far as my testing can tell) but do not account for drawing devices from the pool, and that is why the totals do not always correspond when a unit arrives to what had been shown the previous turn. Secondly I have not yet implemented TOE, but I guess when it arrives and changes to its TOE then it is accounted for. Finally,(if you didn't read my earlier post) your copy as present doesn't give accurate VEH/ARM points needed to existing units with damaged(not disrupted) devices. This has been fixed I guess my question to users is: 1. Do you want there to be a guesstimate of what the unit will cost IF it draws all or partially from the device pools. 2. Same as above but for destroyed ARM/VEH for existing units. 3. On the bottom gui - (unit specific information) another column of destroyed & pool. 4. The same again for TOE ? Or should I just leave it as is ... if people are willing to concede that getting this 100% accurate is problematic given that multiple units can arrive on the same day compounding the problem that drawing from existing pools is not always a certainty... I think I already know the answer - just need some push on this. When you say "same again for TOE", are you speaking about an additional column in the LCU information screen ? If so, that'd be useful - not a priority, but useful. As for the rest, I find 1 very useful, 2-3 interesting, but on the whole not priority either, since as you put it this wouldn't always give accurate information. Albeit I won't complain if you implement all of this anyway - information that is sometimes incorrect is still useful the rest of the time.
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