a white rabbit -> RE: The Truck Unit Icon (1/18/2008 2:26:01 PM)
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quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: ColinWright quote:
ORIGINAL: Curtis Lemay And port repair is not going to be magically added to the game just because supplies are physically on the map. This raises another reason why physical supplies have to remain a "blue sky" project: So many other needed features are prerequisites for it. Not just the supply issues I raised (5.2, 5.4, 5.9, 5.14, etc.) but a vast number of transportation and facilities issues as well. I love this. Port repair would no more be a prerequisite to the proposed supply system than it is to the current supply system. Yet 'Curtis' waves his magic wand and the change can't be made -- port repair has mysteriously become a 'prerequisite.' I think it's clearly necessary. It's a complete wast of time without it. Interdiction of supplies will no longer be abstracted as it is now. Therefore all interdiction vectors will have to be modeled. And one of those vectors is the ability to damage ports. And if they can be damaged then they need the ability to be repaired too. Here's the full list of prerequisites (that I can think of off-hand): 2.10: Ports (separate from anchorages) 2.19: Port damage, repair, construction, & demolition. 5.2: Ant attack problem 5.4: Supply cost of movement 5.9: Semi-supplied state 5.14: Component supply 6.6: Port Capacities 6.7.2: MP cost reduction for motorized units on Improved Roads 6.11: Airfield-to-airfield transfer of non-airborne 6.13: Truck lift ability; Cargo ship lift ability; Transport plane lift ability; Train lift ability 9.1 & 9.2: Naval Interdiction 9.3: Naval Reaction 9.7: Combat modeling of embarked units 9.8: Amphibious vs. Cargo modes of sea lift 9.9: Designer control over disembarkment in all sea hexes 9.13: Submarines 11.1: More units per force (a lot more) quote:
This is really exasperating. It's like arguing with some old cavalry general -- in 1942. Look, we really should create mechanized divisions. No we shouldn't: blah, blah, blah... I don't really see the need for insults - especially since you've been so consistently and repeatedly wrong about all your assumptions on this issue. ..2.10..yup ..2.19..yup ..5.2..errr, that's a combat thingy, nothing to do with supply provision.. ..5.4..yup ..5.9..marginally at best ..5.14..not necessary in the basic model, 1 supply measure fits all.. ..6.6..Yup, definitely.. ..6.7.2..errrr, nice but not important, they use up horse-shoes quicker ? fit titanium studs.. ..6.11..Yup, but that's not supply, it's an existing klutz.. ..6.13..Yup, of course.. ..9.1 to 9.3..with actual on map icons, with ranged effect, not relevant.. ..9.7..Nope, embarked and attacked is b*ggered, simple really.. ..9.8..bells and whistles ..9.9..what's that got to do with it, irrelevant.. ..9.13..nice, but for other reasons, so really a side line.. ..11.1..got enough spaces already, it'l get rid of some of those anty-thingys.. ..that's your list halved, now can i have an enemy on-map supply system that i can attack if the mood so takes me, please ?
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