Parkkicks
Posts: 41
Joined: 3/28/2021 Status: offline
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First of all, I'll be playing this game for a long long time XD. I'm working on german production and logistics in the 42 campaign. I have let the AI sim 6 turns on both sides. 1. Increasing production by the only available game method of takes trial, error, and experimentation. It also takes waaay much extra work, and "easy" patch level adjustments could be made to assist players. A. 150 depots to click on and change. WITE had an easy selector to filter and change selected depot priorities. I want desperately to click and enter priority 150 times when I want to change them all to 1, and then 75 times more when I figure out which locations get higher priorities. Bringing me to B. A couple of filter upgrades- The ability to compare depots with storage or industry stats. We can't currently cross-reference data. For example: With nation, depot type and depot priority filters on, I can't switch tabs to see the corresponding city/town production, supply requirements or supply on hand. To know enough information to make a decision in depot prioritization takes a csv export and flipping between applications, as well as the inconvenience of issue 3. Making calculations to direct decision making. (yes this is a next level game where you get what you put into it) With that being said, additional statistics and micromanaging tools should accompany a game that details and encourages micromanagement. Alongside tools for selecting depots, changing depot priority, and viewing decision-making information, should be additional avenues of description to/which are the developmental point of the game. Things like calculators, factory expansion, and town growth, may be outside the purview of a historical 4 year war game, however statistics are not. Some plain numbers are not stated in the manual such as the meaning of the production values in the factory navigation panel, which could be much more useful, and is now only being used as a map filter for factory types. I'm happy to detail surpluses and growth efficiencies in my own time, and I understand that 4 years isn't a huge time-frame, but just a little cooperation in the logistical sand-box could be great for the game. Control of imports, exports, depot supply, and freight direction and utilization would do the trick. Until next time.
< Message edited by Parkkicks -- 4/27/2021 4:27:02 PM >
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