MarbleToad
Posts: 15
Joined: 6/10/2020 Status: offline
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quote:
ORIGINAL: DTurtle quote:
ORIGINAL: Dampfnudel What is the argument for having a push-based system over a pull-based system? The only difference is that the first has always huge waste and dumb micromanagement while the second is efficient and is focused on strategic decision making. As others pointed out: A pull system works perfectly as long as the logistics are available to fulfill all demand. The moment that is not the case, then you have to have some kind of prioritization. And then suddenly you have lots of micro again. With the traffic lights, I can simply block off/limit one direction so that more goes in the other (for example to the front, and not to a back area city). The strength of this game is that pretty much everything can work to a good enough extent with a very hands-off approach, but to get the most out of each system, you can then go into more detail. As an example, it is possible to get good enough troops, by simply updating the models with always the newest technology. To get the very best troops, you can then start looking at the various design scores, weight vs engine power, etc. Repeating myself from my previous post: the problem with the current system is that it often requires some intervention to get even basic logistics working (not much but a little). I know of several people who had such problems with the logistics (just getting a second city connected) that they almost completely gave up with the game. They tried stuff like building additional truck depots (outside the city, because they couldn't build inside because of a private depot), building additional (shorter) routes, even building a second SHQ, etc. Unfortunately, none of that helps, or even makes the problem worse. In my opinion, unless you want to overhaul the entire system (which at this stage is a no-go, I think), what is needed is an easy way to tell the logistics system, that THIS route is the one that should get most of the truck points going along it. So instead of placing traffic signs restricting truck points from going into a direction at a fork in the road, you instead place priority signs, or a priority road telling the system that at least 95%, 90%, 80% or whatever percentage of truck points are supposed to go along this path. I think that that is an addition to the current system that is easy to understand and easy to explain. I prefer the Logistics as is right now over a demand based system. I like the fiddly bits. That is why I bought his game. Because it has complex systems to fiddle with. If it gets changed too much from fiddliness, I will still play this game, but have to go searching for another game to fill my logistics fiddliness niche. That being said, if there was a Logistics Counsel that let you prioritize routes and then the counsel placed appropriate traffic signs I'd be cool with that. Especially if there was a limit to the number of prioritized routes based on the competency of the counsel leaders. Heck, this could open up a whole new can of worms if the counsel leader becomes really upset. So you could weigh the pros and cons of even building the counsel in the first place.
< Message edited by MarbleToad -- 6/10/2020 11:20:32 PM >
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