neuromancer
Posts: 627
Joined: 5/30/2002 From: Canada Status: offline
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quote:
ORIGINAL: herwin It complicates a game a whole lot. While true, that isn't much of a defence here. First because the computer can handle a lot of the complexity on its own without burdening the player that much other than a moderately high level direction of resources (I want 9th army to attack, they need supplies this turn, as well as 2nd Panzer and 4th army). And second, the nature of the material and the way they've already implemented things makes supply extremely important. But they only did a half baked solution that is in the end rather unsatisfying. Many games covering this period gloss over supply completely (be in supply, attack as you will), but that isn't what was done here. Instead they went with that concept... and then added in all sorts of little complications; supply is important (but how much you get is never complete clear), ammunition magically comes from generic supply, fuel is separate from supply but comes with the same shipment (unless its air supply), differing supply distance in winter and mud, air supply, HQ supply build up, encirclement being independent of supply (still don't get that one), limits on how much supply is manufactured and shipped (but in a completely unrealistic manner that rather defeats the purpose of the limits in the first place), and so on and so forth. They would have been better off simply saying "if you are in supply, you're good" instead of adding these complications that create a rather messy system that the player has very little control over. Besides, the primary problem isn't the supply system (even if it is weird), it is that the tempo of the war just feels wrong, and this is an attempt to fix that. For games with 1 or 2 month turns, everyone being able to attack at some point during that turn isn't a huge issue, for a game with a 1 week turn, everyone being able to attack every week for months on end feels wrong.
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