ColinWright
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Joined: 10/13/2005 Status: offline
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quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: ColinWright At the moment, the system knows what the percentage 'supply stockpile' is, and what the maximum percentage is that can be delivered to any particular hex. This system is nonsensical, since it assumes that a battalion requires exactly the same volume of supplies as a corps, but that's not really my point. It's not nonsensical at all. It correctly models that the further you are from the source, the more spread out your supply vehicles are, thereby exponentially attenuating the amount of the Force Supply Level that can be delivered to that point per unit time interval. And it doesn't assume that a battalion requires exactly the same volume of supplies as a corps. Rather it assumes that the battalion will have a proportionate fraction of those supply vehicles assigned to it relative to that corps. quote:
My point is that the system could know with equal ease how many tons of supplies can be delivered to the theater as a whole ... It would know nothing of the sort. That would have to be figured out by the designer. And it's non-trivial. quote:
...and how many can be delivered to any particular point. On turn 32 of a North Africa scenario, eight hundred tons of supplies will be delivered to the Axis forces. Up to all eight hundred could flow to forces along the road, but only up to ten could flow to forces stationed at Giarabub Oasis. Again, that depends upon how many supply vehicles are involved, how fast they can move, how many are interdicted in transit, and how they are distributed. How many of those supplies could be delivered anywhere might be completely unrelated to how many were arriving in theater. And don't forget that the vehicles themselves consume supply, especially fuel. You can assume that each unit has a proportionate fraction of the total vehicles - but that would basically produce the same results as the current system achieves. If you're not going to physically move the supplies around, thereby allowing players to manipulate their distribution, I really don't see the point. And, in the end, all you'll have achieved, if anything, is that some unit will get 15 supply per turn instead of 10. It's trivial, except for sea supply. Let me make that last point clear: Currently, all units with a line of communications will be in supply and enjoy the exhorbitant benefits of being in supply regardless of how much supply they are receiving. We won't get anywhere if we don't address that. That's why I want a third (intermediate) supply state. A state that's halfway between supplied and unsupplied. That's item 5.9: The Over-Extended Supply State. Without that, the unit supply level is only marginally impactful. You should try reading my posts. It would be illuminating. 'How a volume based supply system would work.' Basically, the point is that if the program can calculate how much supply could potentially reach a particular hex as a percentage, it can calculate it as a tonnage. Now, being a reasonably bright boy, once you do read the posts, some flaws will come to your mind, and then you can point those out, and then we can discuss how serious the flaws are, whether they could be remedied, and how best to remedy them. Or...you can keep stonewalling. Your choice.
< Message edited by ColinWright -- 8/1/2010 11:50:59 PM >
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I am not Charlie Hebdo
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