Destragon
Posts: 475
Joined: 6/8/2020 Status: offline
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quote:
ORIGINAL: Vic @Destragon Oh... i forgot.. the issue you reported with not seeing the pull points of the Units is because the Units have routed their pull points over your rail line to the south. The Unit Pull does not initially have to follow roads since they can have a pickup point several hexes away. What about the second and third image with the custom pull points? Why would putting custom pull points REDUCE the amount of logistics on the tile that I place them on? Comparing the 1st and 2nd image, the tile before the custom pull points has 120 logistics and after the custom pull points 112. Meanwhile, there are un-pulled logistics points on the west of the pull points, which could have been diverted towards the pull points tile. Do you handle custom pull points like unit logistics, in that they only request the logistics to be in operational logistics range? If yes, I think they should work like asset logistics instead, so that they actually request logistics to path through the tile that they are on, so that they can be used better for strategic movement and raising troops. quote:
ORIGINAL: GodwinW I still really favor the original system. It's very obvious what happens (/2 unless traffic signs every branch) instead of you having to read and compare numbers if you want to check things, not that you might need to. And I feel you have easier control over it. This is the exact same system, except that the game automatically places invisible traffic signs. And I have to disagree BIG time about non-pull points logistics being very obvious. Without pull points, you have absolutely no idea how many logistics are needed where, unless you manually go through all of your units and calculate their demanded supplies and how many logistics points it would take to transport them. And your only way of influencing where logistics get sent is by experimenting with blocking random percentage numbers. Without pull-points, logistics were a matter of "next turn, okay, everyone is starving, reload, click on 40% block traffic sign, next turn, still starving, reload, click on 60% traffic sign, next turn, people now actually get their supplies and you can continue playing". I don't understand why people defend this system.
< Message edited by Destragon -- 7/11/2020 2:01:19 PM >
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