JAMiAM -> RE: Supply help... total newb! (6/14/2006 12:02:14 AM)
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ORIGINAL: AstroCat Ok, thanks for the help. So that is the number that is added to the Supply % for the unit. By the way none of that is listed as such in the manual. It is. See the paragraphs on page 27, headed by Unit Supply. quote:
ORIGINAL: AstroCat I still don't understand why it has to be so cryptic. Why not just tell the player what is really going on and let the computer do the calculations? Why not just have the hex number tell the user what the final result is? It's not cryptic. The number in the hex is a base rate for the hex. The "final result" will depend on the formational supply distribution efficiencies of the different unit's parent formation, and thus will vary. Which of nine possible numbers do you want the "final result" to be? The computer does the calculations. However, if you want to have a better understanding of the net effect, then a quick multiplication in your head can give you a ball park, "seat of your pants" number to expect. If it varies by a couple of points, the world will not come crashing down on you. I guarantee it...[;)] quote:
ORIGINAL: AstroCat Do people really play like that? That doesn't seem fun at all, more like doing a budget! It seems odd that I would have to break the gameplay to get out the calculator and figure out if my units will be in supply. There has to be a better way than that!?! If you have the supply circles, then unless your opponent cuts off your line of communication during his turn, your units will be in supply. No need to break out the calculator. The graphics will tell you whether you have supply or not. Again, don't sweat the small stuff. A good seat of your pants estimate for "usual" distribution efficiencies is to multiply the number in hex, by 1/4, 1/3, or 1/2, for effective resupply rate. That's because often you end up with formation efficiencies of 40-80, which, when multiplied by (2/3) will net approximately between .25-.50.
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