kombrig
Posts: 254
Joined: 9/12/2012 Status: offline
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LazyBoy wrote: quote:
My overall impression is it makes it way to easy to build huge armies with little regard for resources. You only need a few cities and resources to build these armies. I can see 2 competent players slugging it out to a standstill as production easily out strips causalities. I tend to agree that there was too much of abundance of supply and resources. Therefore besides increasing the cost of supply I would maybe alos make the upgrading cost of raw and oil higher. Probably also the initial production power of cities should be a bit less. quote:
I completely failed to understand the readiness loss changes ( in fact readiness and experience in the normal game as well). Well, the main change is that if you transfer SFTs outside of HQ, they loose 80% readiness (in the stock version they lost 25 readiness). This means that freshly formed units are not very useful. It is better to wait until they have gained readiness. This also means that it is better to create reserves because not anymore you can simply fly your production where you need it and send it right away into the battle with 75 readiness. quote:
Kom, have you tried the XXlarge game, 2 player gives most of what you want? I find it achieves most if not all you want to do here, apart from changes to the combat stats of indervidual SFT’s Ithink it is too much micromanagment (too many cities) besides I don't really like the readiness and flying production rules of the stock version. quote:
Cavalry Need their cost reduced back to 300. They need a combat advantage against Rifle, artillery and Engineers when fighting in good cavalry terrain and be infantry in any other terrain. Sure, cavalry can have a small bonus on plains and fields against rifles, engineers and artillery. But I'm not sure if it can be modelled in the game. If I remember correctly, the editor allowed to tie bonus with terrain and not with SFTs. So on plains the cavalry would have bonus not only against rifles but against tanks too. I will check that. However I would not give cavalry a bonus against MGs. quote:
I think the point of the game’s supply, resources and PPs is to make the player to have to make trade off’s With this Mod You are able to do what you like and still have resources left over. I spent alot of my production to upgrade Raw and oil at the expense troops. I reduced Koms oil production to 5 resource centres, but he was still able fight unimpeded. Well, to be honest, I was only able to fight unimpeded because I was producing synthetic fuel. And I was able to produce it because I had such small losses. If my losses would have been bigger, I would had to choose: synthetic oil or replacements. quote:
The mod failed to achieve one of its objectives in that while you could build Real a strategic bomber force, the reduced production costs ment even taking out a number of cities and resources had little to no impact on the game. I disagree here a bit. I think the strategic bomber force (and fighter cover to it) that you created was not enough strong. If I remember correctly you didn't take out more than two or three of my cities. And I was able easily to counter your strategic bombing because I had absolutely no problems on the ground. My losses were usually really small. If my losses on the ground front would have been severe I would have been forced to divert more of my production there and less against your bombers. But yes, I repeat, that generally I agree with you that there was too much of abundance of resources. quote:
My thoughts on production are that factories must be centred around a city and cities not to be able to produce equipment, i.e armour aircraft, ships etc. This would mean changing the deployment rules for factories It is an interesting idea but I think this can't be easily done. I believe you can't force factories to be built only next to the cities. I will check. quote:
Is it possible to stop unit transfers when a unit is in an enermy zone of control? It seems that it is not possible. Anyway, thanks guys for your feedback. And of course I would like to hear more comments and ideas.
< Message edited by kombrig -- 4/3/2013 3:11:20 PM >
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