lancer -> RE: Wish List (12/26/2008 1:23:43 AM)
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Goodaye Vic, A couple of ideas for AT after imbiding too much wine and chocolate over Xmas. 1: Geographical Area Choice When you run through your options for a random map, put in one for 'Geographical Area'. Three choices - European, North Africa and Pacific. The choice determines which terrain tilesets will be used for generating the random map. Each choice comes with its own unique set. Eg. European / Russia - just as it is now. North Africa - deserts, wadi's, oasis, salt pans etc. Pacific - jungle (heavy and light), coral atoll's, hills ridden with caves, etc. Of course this would involve creating additional terrain choices but I figure you are going to do this anyway. The idea of wrapping it up in a 'Geographical Region' is a neat way of keeping all relevant terrain together so you don't end up with big chunks of jungle bordering the desert. It also sits nicely with the underlying WW2 theme of AT. You might be generating a random map but you are choosing which historical theatre you want to play in. 2: Supply Depots I like logistics, not everybody else does, so this would have to be part of the 'Hardcore Logistics' option. You have a buildable structure - a Supply Depot (maybe just a small 'D' on the map) - which represents a more permanent and higher throughput organisational structure than normal supply operations. The way it works is that you can only build it at a HQ unit. Once built if the HQ unit moves then it (depot) is destroyed as these were difficult things to get mobile. The required rule modification is that no HQ can have anymore than 'x' amount of supply (say 2,000) at any time unless they have an attached depot. So a normal HQ that gets an excess of the allowed cap of supply wouldn't receive it. Wastage. But an HQ with an attached Depot could have any amount stockpiled. The effect of this is that if you planned a big offensive then you'd probably need to stockpile supplies and have a depot. Once the front line moved forward you'd probably need to set up another depot. The supply cap for the depot would be set such that for normal operations it wouldn't be required but for anything involving large concentrations of units then you would need to put a bit more thought into it. When the Germans invaded Russia in WW2 they had to build a small number of large 'hub' depots which, along with the rail / road net, largely determined their routes of advance. Happy New Year ! Cheers, Lancer
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