JAMiAM -> RE: World at War v32a2 released (4/25/2008 7:05:08 PM)
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quote:
ORIGINAL: Barthheart quote:
ORIGINAL: JAMiAM Hi Vance, Those building costs, and auto repair costs were changes that I had made in my unreleased mod that Tom had used as a basis for the scenario. They are intended to be that way, as building certain types of fieldworks in differing terrains can be either more or less expensive. Likewise, for the auto repair, since the terrain would dictate the ease of repair, once damaged. I was trying to get *away* from cookie-cutter costs.[;)] The auto repair boost for the 4000 cities was to raise that up a bit since strat bombing of them was reducing them too quickly in some of the games that I was playing. Ahhhh...hmmmm..... I'll have to think about the build costs.... I was thinking that building in more difficult terrain should cost more/be harder to do. I know what you mean by cookie-cutter stuff but I personally like some kind of progression... but I'm an engineer so that kinda comes with the personallity...[;)] I was also thinking that Factories shouls have a very low rebuild and be completely destroyable. Would make Engineers more valuabale, shameless plug [:D]. Maybe Ports, Airfields, Mil. Bases as well. Would also make people invest in air defence.... Would really like to here from others playing this scenario, then maybe we can come to some kind of consensous and not have 13 versions of WAW as IRONCROM suggested in another thread... Well...I certainly wouldn't argue with an engineer, but the reasoning behind my decisions is roughly as follows. There are three types of "currency" with which to "purchase" the fortifications, and fortresses. EP's, which obviously represent the local engineering assets necessary to construct the level of fortification. This takes into account the nature of the terrain, and effective change in deployment/protection status that improvement offers over the base terrain. In forests, it is relatively easier to get untrained (non-engineer) troops to knock down a few trees, clear a few fire zones, etc. Supplies, representing enough "extra" goods, concrete, etc., within the chain of command (supply) that is available. Obviously, troops that aren't getting bullets and food should be unable to construct fieldworks more extensive than the normal spadework that the autoentrenching allows. Finally, PP's which represent an amalgamated Political and Industrial cost to the changing of the hex's characteristics. For open terrain, the amount of construction necessary to provide the protection level delta that is afforded by improvement is higher for fortresses, as I envision them requiring a more substantial outlay in terms of bunkers, concrete, extensive entrenchments, etc., in order to reach the same level of protection that is obtained within a more restricted terrain. Fewer people generally live in forests compared to open areas, so there is less political upheaval in relocating people from the built-up areas. Also, there is generally easier access to building materials, wood, stonework, etc., so that the costs of obtaining and transporting them to the area are lower, as well.
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