MarbleToad
Posts: 15
Joined: 6/10/2020 Status: offline
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quote:
ORIGINAL: Nemo84 quote:
ORIGINAL: MarbleToad quote:
ORIGINAL: Nemo84 quote:
ORIGINAL: Sieppo quote:
ORIGINAL: Dampfnudel quote:
ORIGINAL: Sieppo It has been stated here before but please do not simple down the logistic system - it is what makes this game truly unique and deep, in addition to a lot of stuff also of course. You really get the feeling of managing your realm and I'd opt for even deeper options. If the logistics system is automated at some point to a pull system for example, please let there be at least a choice to use the old one. I think this game should not be for "the masses", there are tens or hundreds of great simpler strategy games out there to start exploring the genre. I'm at my second game during a week at regular and probably due to luck it seems too easy :D.. It will be a great option to remove AI built roads but of course you can also use these well when conquering. I think the only con is that of aesthetics. I never have found the traffic signs too hard or time consuming to use. You never know when you need that one stretch of road for supply. I like to think about what I do and mostly moving units and think about production stuff has been done in so many games in such a great way. IMO choke points created by the terrain in addition to the supply system are the most interesting things in this game. The one issue that needs to be dealt with is the one with the private industry stealing half of your logistics points at will before you can catch and execute them. This should not be too hard to do but what do I know. BTW I have huge variance in how much surplus I get into SHQ storage pretty much ever turn. I might get +1000 food one turn and -700 the next. Oil availability problem for truck stations etc? Putting traffic signs is not complex. It is tedious micromanagement work. There is no decision making involved. A pull system takes away 0 decision making. I am curious. How is blocking logistics from flowing into an empty road something you enjoy and why do you consider it a mind-breaking tactical decision? For example: you block it for this turn but anticipate some of your units to be in the vicinity in some future turn and adjust it then. It makes you connect more with the game instead of everything being automatic or hidden, like somebody stated here before. I don't understand how you can like the game at all, if you don't enjoy micromanagement to at least some extend. The proper way to do that would be to have a button that extends supply to the one road you want it to redeploy to, instead of having to press a button for every road you don't want it to go. Brainless micromanagement is neither strategy nor gameplay, and I haven't read a single counter-argument in these 11 pages that wouldn't be equally possible with far less hassle in a more intelligent supply system. Ok. Here is an example: If I have a single road from my city that branches into 16 roads that evenly supply a massive front(split in half, then again, then again). In your example, I need to click 16 times to tell my logistics where to go. But in the current system it is the default that they are all supplied. And what if I want to supply that front at places without the need, for strategic move. Even if it did both methods, but drew to where it is needed as an override system, it would still require me to micromanage something I dont have to right now. I dont mind micromanaging, as Ive said. Just giving an example of where your method is not better. And in your example you're still clicking more than 16 times in the current implementation: to close off the 50+ other dead-end roads that would otherwise prevent LPs from even arriving at this 16 branch road. There will always be more road branches that don't need thousands of logistic points than you can ever conjure up branches that do. Ok. Question: In a pull based system, as you see it, do all units receive resources if you have enough resources, trucks, and a clear route? Or are you simply suggesting an easier to use system for mapping out logistic lines? Let me elaborate to make sure Im asking the questions correctly, so I can better understand exactly what you are looking for. In the first scenario, there is no micromanaging at all. Just build enough stuff. Presto. Done. In the second scenario, things are functionally the same, but rather then placing traffic signs, you'd be able to trace a line on the board following a given path and allocating the number of trucks to send down that route, or even have the functionality of clicking on a unit and have the game come up with a route that brings the minimum, which you could then tweak. I see the latter as additional tools improving the quality of life of the current LIS but still improving upon the current system. The former is an overhaul that changes an aspect of the game and demotes logistics to a more is better system. Curious on your take.
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