Iñaki Harrizabalagatar -> A proposal for a supply system based on Tonnage (7/24/2006 9:27:14 PM)
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Hi all This is my proposal 1) Supply source Based on units instead of points in the map. These supply units will generate supply points according to their TOE, in which a supply generator equipment is included. This way every supply source could generate a different amount of supply points (equivalent in tonnage). These supply units will be static, but could be disbanded or created by events, as any unit. They will have also replacements, so that for example, the Allies take a port in Normandy, and a supply unit is placed by event there, but with a very low number of supply generator equipment that could increase with time with the arrival of replacements, increasing the amount of supply that the unit can deliver. 2) Supply lines Instead of the current system in which every hex is checked for supply, in my proposal only HQ units get the supply points from supply sources, and only if they are placed in a road or rail hex. 3) HQs They will have 2 new equipment slots, 1 for supply storage and 1 for supply delivery. Supply storage represents the maximum amount of points a HQ can store from supply sources. They get that supply by standing at the end of the supply line of a supply source. Supply points are lost with distance, so that only a fraction arrives to distant points. For example the 21st panzer HQ is placed at Tobruk, where there is no Axis supply source, so it gets supply from Bengasi by road (if the designer wanted supplies delivered by ship then he should place a Supply source at Tobruk). The Bengasi supply source delivers 2.000 supply points per turn, but given the supply radius in the scenario only 500 points reach Tobruk. The 21st Pz HQ get some of those points, but there are other HQs in the road so they have to share the supply, up to the 500 points available. The 21st Pz HQ has a limit of 900 supply points, after reaching that limit it gets no more supply, that is available for other HQs. Units in each formation get supply from their parent HQs or other fully cooperative HQs, within a radius that is set in the HQ unit, with supply decreasing with distance, bad terrain, etc, just like now, but with a maximum radius, so that beyond that radius units get no supply at all. HQs can provide the supply points they have in storage. The idea is to simulate 3rd echelon supply, Hqs get supply points in the supply net (roads and rails) and they deliver to the units, they could do that while moving out of the supply net. 4) Units get a “total supply requirements” TSR number equal to 100% supply (unit weight could be a good guide here), and supply spending is calculated upon that. For instance an inf Regiment has a TSR of 200, so that with at 50% supply has only 100 supply points left, and with every movement point spend 2 supply points, while an Armoured Regiment has a TSR of 1.200 and every movement point cost 12 supply points. To sum up, the game has to check only Supply sources, HQs and then a path from one to the others through a rail or a road. After that, the game check the situation of every unit relative to their HQs (it already does) and deliver supply points according to that. This would better simulate supply lines and supply echelons, as well as rewarding more historical gameplay in which units stay close to parent HQs.
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