Reconvet
Posts: 355
Joined: 1/17/2011 Status: offline
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quote:
ORIGINAL: alfonso You are basing your calculations in MP left. Ok, poor design. If I move first by foot, then I embark, and arrive with 0 MP at destination, the rail cost is higher due to the fact that I made a foot march before? But anyway, your proposal now it is concrete and I like the idea of a fixed cost, irrespective of distance. You propose that fixed cost=45 hexes of rail movement, and you are left with a range of 0 to 55 hexes to expend in a graded manner. I understand that 45 is an arbitrary choice of yours influenced by MP costs. It is the same as stating that in the planning and execution of a full range train trip (30+70+15MP), 55% of the work hours are expended only in making the physical movement, and 45% in everything else. In reality, I would tend to think that more hours will be expended doing all staff work, loading, unloading, and making all kind of logistical arrangements. Even with those parameters (unrealistic in my opinion), your example gives a difference of (45+40)/100-(45+23)/100=17% of the theoretical maximum (2379). Or put it in another way, you propose a fixed cost of 1071 rail points and 24 additional railpoints for each hex. Ok, now, I propose a fixed cost equivalent to 200 hexes. For your Division, 1760 railpoints of fixed cost, and 9 for each hex. 2100 aprox to Leningrad and 1970 aprox to Orel. Oh, well, what about 2000 to each one to simplify? Sorry, but you're wrong on most of your assumptions. a) I don't propose any fixed cost for every unit, no way. But we have to work with the transport cost as detailed in each unit's detail window (which is linked with it's current OOB I strongly suppose, which is not fix but can vary from week to week). That's the basis of any flexible calculation because it is the maximum cost for transport costs of a unit in a given turn. Using this we can figure out savings by shorter travels. The only fixed thing is the load cost of 30 strat move points, and that's prescripted by the game, not a choice of mine. b) You have to realize that there's a difference between unit actions envolved with rail movement and what actions happen on the railway side. What the unit does has only limited influence on how a train is affected. If a unit travels a few hexes on foot before embarking on a train, this has no relevance on train pool size. The consequence of a foot march is only that in this week a lesser portion of the rail pool can be used by this unit (transformation of remaining unit MP into a proportionally reduced strategic movement points), and not that the train pool is diminished due to this foot march. I'm pleading for a more efficient train pool management, so I clearly don't suppose a train will be waiting 4 days while an Inf Division comes walking out of a swamp to the railway station. That's 4 days this train could be used for other purposes... c) How transport distance can be factored into variable transport costs has to be based on how much time is available for the train-unit-package for travelling. Max distance is limited due to loading and organizing time etc. (load cost of 30 strat move points). Call it arbitrary if you like, it just makes sense to me to use it (not necessary to create something else). Disembarking cost does not necessarily have to be factored in, because a unit can be left on train at the end of the week if it has to travel some more on rails, and if the unit stays on the train then the train is still in use, therefore there cannot be a pool cost saving for an action that is not ordered by the player. e) Staff work, logistical arrangements etc. are already factored in by the game at the moment (loading cost of 30 SMP, disembarking cost of 15 SMP if disembarkment is ordered), so this already reduces max rail travel distance of a unit in a given week. Realistic or not, cost too high or too low, it's the developpers decision not mine. f) I don't know what you want to say with your figure of 17%. I see it as 17% pool point savings of the shorter movement distance versus the longer one in my 2 examples, and it shines a light on how much savings should be possible in contrast with the current fixed transport cost as defined in the unit detail window. g) I definitly don't want a single fix rail movement cost for any unit. I want to get flexible calculations and savings and not a different oversimplification! There can't be a fixed value because there are hardly two units with the same OOB (therefore requiring more or less train capacity per hex travelled) and because different travel distances imply flexible pool costs depending on travel distance. h) You propose a fix transport cost of 2000 for rail distance. There can be no such thing because OOB vary widely. You can't use my numbers because I used a Tank Div as an example for two different travel ranges. An Inf Brigade would need much lesser transport space, resulting in a much lesser burden on the pool.
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The biggest threat for mankind is ignorance.
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