Vhalor
Posts: 80
Joined: 6/11/2020 Status: offline
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quote:
ORIGINAL: Destragon quote:
ORIGINAL: Vhalor You have logistics problems? Construct more logistical assets! It was that simple. Sure, depending on other factors, the positive impact would vary, but that's rather straight forward and really easy to comprehend. Not only is that no longer the case and you will have to do a lot more analyzing and micromanaging, if you want to optimize your logistics, but worst of all, one wrongly placed logistical asset can now easily cripple your entire logistical network. I mean, this might even be part of the intention. If the changes make expanding your logistical network require a little more thought than just spamming truck stations, it sounds like it would actually be a good change. I agree that it's a bit of an arbitrary rule though, not unlike the branching penalty. Something I wanna know is if the asset stop rule will make it necessary to get an additional SHQ in late game when you might be reaching the limit of truck station + railway station in the capital. quote:
Because as crazy as it may be, right now I'd ditch the entire pull system without hesitation to just go back to the original logistical system. Woah, absolutely disagreeing on that. I think I'm still more opposed to the branching penalty than this new rule. quote:
ORIGINAL: jimwinsor "On top, there's now no longer even the option to just opt out of the pull system and its accompanying changes, as was the case before. Because as crazy as it may be, right now I'd ditch the entire pull system without hesitation to just go back to the original logistical system. It has its annoyances, but at least for me they are far more manageable compared to the current one. Strange times indeed, when you find yourself chanting: "Down with the pull system and may the 1.0 logistical system rise again!" Perhaps the push system was the one true system all along?!" I came to the same conclusion in a post on the main thread, although I think the pull system should remain as an option for beginner players. Just want to clarify a bit. Starting with the "Because as crazy as it may be, right now I'd ditch the entire pull system without hesitation to just go back to the original logistical system." I didn't mean that Vic should ditch the entire system. Only that I'd do so for myself, if that option is restored. I was a big fan of the idea of a pull system. But I'm just not enjoying the latest logistical system anymore. This latest change is when I fully realized that sad fact. Now about the "just spamming truck stations". My point was, for newer players or those that do not care much about logistics, it was simple to understand and used to help to a varying degree. Not that it was the best approach and everything else should be ignored forever. More thought put into your logistical setup = better results. That's good. You want a easy foundation that can be expanded upon. Naturally that includes utilizing other options like rail after some time. I'm not even sure you could play the game well without relying on the different map modes, so of course I use them, but digging into the traffic control logs really shouldn't be necessary at all unless things go really wrong. Yet with this latest change, things are problematic now as players can screw up real fast. Remember, they don't have a good understanding of what's going on at all, because they are either new or maybe don't care to dig into the inner workings of the logistical system to begin with. They simply want to build another logistical asset to continue on and obviously expect improvement when they do. Instead however, logistical points suddenly disappear and it messes their entire network up... that seems like a serious problem to me. As far as I'm aware, the main reason to even start making all these changes to the system was because people were constantly complaining that logistics are too complicated and ruining the game, so I highly doubt the goal of Vic is to make it more complicated. In the end, the real question is just how important and management intensive should the logistical system even be. I saw people saying "screw anyone who doesn't want to master it" to "just remove logistics!". Perhaps some kind of difficulty settings for logistics would be a better option instead of trying to please everyone in one ever expanding system?
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"Pull and obtain wisdom. Push and invite ruin." ― Cult of LIS
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