Hubert Cater
Posts: 5199
Joined: 7/22/2013 Status: offline
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quote:
ORIGINAL: Elessar2 As a scenario designer I'd like to see more things moved into the editor from the dreaded "Hard Coded Zone" and this would certainly be one such example. I don't see much difficulty (I could be wrong) in putting some toggles for the above factors into the Advanced Campaign Data menu, right next to the Resource Supply Calculation toggle (seems to be plenty of room in the bottom right). Agreed, having more things accessible would be great, it unfortunately always comes down to, at this point in the development cycle, to time and resources and where to maximize our focus. quote:
So Duedman you do have allies out here, and I would tend to agree that 7 hexes for full boost is a few too many. I can certainly see in some cases how it might feel that way, I would just want to reinforce that all cases and original reasons for the current implementation be considered as well. For example, and as I mentioned already above, we did introduce this mechanism to help address concerns going as far back as SC2, and that the Axis needed some way to help themselves with low supply. Additionally we've had feedback come our way that deep pushes and sweeping encirclements are already very difficult to do, and I suspect the proposed change will make things that much harder. Thus my concerns on how it will play out for Barbarossa and so on. For example, if we take a look at this setup below, and if we go with "general supply table", where an HQ acts like a town/city, your boosted HQ (and subsequent units dependent on this HQ) can only go so far from its parent HQ in order to maximize supply. This is all I mean by it will potentially in many cases start to feel just like the default supply rules where in order to maximize supply all HQs need to be near or on their supply source, e.g. it might not be all that different from needing to be close to a town, if you need to be close to a parent HQ that is maximized by being in that same town. The parent HQ at Orel will have a maximized supply distribution of 8, which means that any boosted HQ, marked in red, can only be at most 3 hexes away for maximum supply to also provide a distribution of 8. The Tank marked in blue can at most have a supply value of 4. I believe, unless I counted wrong, no matter where the boosted HQ is moved, that Tank will never have a supply value greater than 4. However, under the current system, players can push that boosted HQ further east to support that outflanking attempt (if desired) and get that Tank up to as high as supply 7. Again, I could be wrong, but it just feels like you'll have much more difficulty in creating that blitzkrieg like feel on a more open front like the USSR if you take away or reduce that risk/reward on extended supply lines via the current HQ boosting mechanism that provides for some extended range.
< Message edited by Hubert Cater -- 11/17/2021 3:35:14 PM >
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