Wild
Posts: 364
Joined: 12/10/2007 Status: offline
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quote:
ORIGINAL: neuromancer quote:
ORIGINAL: Tarhunnas Seriusly, I think you are ranting somewhat, but I agree that German reinforcements might reflect the fortunes of war. If the Germans are still occupying a substantial number of Soviet cities, the SEC units would in all likelihood not have been converted to infantry. OTOH, it would be a little too much to expect the designers to tailor the reinforcement scedule to every eventuality. Perhaps it could have been left to the player, to disband them and have the trops join the replacement pool whenever the player feels they are no longer useful? I would suggest a simple switch like on the aircraft upgrades. Auto upgrade or manual upgrade. When in manual form an upgrade option can be listed for manual upgrade and if the player wants to, he can activate it. If not, he ignores it. Probably leave it on auto until early 43 and then switch to manual for everything - unless your fortunes are more akin to historical, whereupon you may as well let it do its own thing. The Germans had to start reorganizing their units to reflect the circumstances. They were running low on manpower, didn't have enough tanks, nor enough fuel for them, didn't have enough field units to hold the line against the Allies and Soviets on two fronts (1943) and three fronts (1944 and 45) and so on. But if they hadn't taken such a severe beating in the East they wouldn't have had to change the organization when they did. In other words, if they had the resources to support the older TOE units, they would have. By simply allowing the player to choose when to upgrade to the next TOE, they could alleviate much of the problem for a player doing well. It would still be no where near as flexible as the Soviets, but it would help (the Axis has the idiocy of Hitler and the Nazi bureaucracy, but the Soviets don't have to suffer the idiocy of Stalin and the Communist bureaucracy). Oh, and no, there is no warning that a unit is going to switch TOE. You simply get notified one turn that Unit X has changed to 194X TOE. You get a few turns warning that a ground unit is going to leave, but no warnings that a unit is changing TOE. Similarly, air units don't actually declare when they have left - or are going to - so you have to keep checking the withdrawal/ reinforcement schedule to try to keep tabs on it all. In my first few games I was sitting there wondering where a bunch of fighter and bomber groups went. It was only later that I found the schedule and started checking what would happen next so at least it wasn't a complete surprise, although I still forget to reorganize the air groups to deal with the seemingly random withdrawal schedule. +1 I must say this is a great idea! I would LOVE an option to switch things from auto to manual, or to prevent a TOE change from happening. Not sure how hard it would be to code though, or if it fits within the design philosophy of the game. But it sure would make things a lot more fun.
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