Redmarkus5 -> RE: Partisans v.1.04.11 (5/3/2011 7:40:00 AM)
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ORIGINAL: Wild quote:
ORIGINAL: redmarkus4 quote:
ORIGINAL: kswanson1 quote:
ORIGINAL: pompack OTOH, the fact that you can only repair multiple breaks by going all the way back to the first remaining active rail hex is a killer. I can kind of see a rationale for not allowing conversion at the end of a broken link, but not allowing repair by FDBs makes things very difficult. With an FDB 20 hexes away from a break, we are talking either a month to get the FDB to the repair point or waiting for the repair robots to teleport back and decide to work on the breaks instead of converting along the Estonian coast five hundred miles from the front or digging trenches at the front that can't be held because everyone is out of supply. The only way I see to combat this is to hold an FDB back at Warsaw ready to move forward to repair a break. And hope that the next turn it isn't cut off by a new break. Agreed. You have hit one of the issues right on the head. And this issue and its implications doesnt become apparent until you are actually faced with it in game. Allow repair to occur from both sides of the break. It's not like there wouldn't be locomotives and rolling stock available on both sides of a break that could rapidly transport rail road repair crews, their equipment and construction materials to the break points. I'm facing the same issue in two of my PBEMs and am seriously considering resigning. I don't want to as I have invested a huge amount of time into both games. I also dont want to leave my opponents hanging. hmmm... I think the solution is actually to further abstract the whole thing. Since we can't command the partisan units directly, let's just remove them from the map and have a basic requirement to garrison given locations (cities, rail lines every n hexes or regions). Then a random chance factor can cause a rail line break in n hexes each turn, modified by the proximity of in-supply regular Soviet units, to reflect corresponding increases in partisan activity. Rail repair should then occur automatically, again based on a die roll, and without the need to move a whole FDB unit to the spot. Most repair would in any case have been carried out by the local civilian maintenance teams who ran the railway in peacetime. Given that roads and bridges (!) are not represented as discrete game objects, the other desirable features of the logistic model are rendered irrelevant. I am tempted to agree with Redmarkus on this. Being a supporter of historicity in the game it is not easy, but what he say's makes sense. After all, who wants to spend the game chasing partisans around, and a break in your main rail line completely takes the focus off your offensive to something i'm sure most people are not interested in (chasing partisans and restoring supply). I can see this turning off many people and being a detriment to the game overall as people will get frustrated and quit playing. Which will hurt sales of the planned upcoming War in the West and War in North Afrika. Thereby putting in danger of my dream game War in Europe. I am coming to the conclusion that we must have some abstraction to keep the game fun, for the good of the overall planned project. I thought that the next release would cover both the West and Russia?
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