Suggestion for Economics: Industry types via Max PP spending (Full Version)

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Romdanzer -> Suggestion for Economics: Industry types via Max PP spending (4/29/2012 10:29:07 PM)

Hi Everyone,

I wanted to make a suggestion for Brainstorming about Economics: How about introducing a maximum PP threshold per unit type that can be sent/built at any one time. Simulating industrial capacities of the unit types. i.e. Tank Industry, Aircraft Industry, Shipbuilding Industry and Weapons or Infantry building Industry. In game terms this would be a max value for PP's that can be spent on the corresponding unit type including units currently in the production queue. i.e. a maximum of 200 PP's on ships, 400 on Tanks, 500 on Infantry and 400 on Aircraft for Germany. (just as an example - real numbers would need testing) Once you reach the threshold you can't initiate buying of the unit type anymore.

One negative effect I have also noticed with games which have "generic" Production points or Economic Values is that industrial capacities of countries for certain weapons never get considered. Germany for example can (in theory) use all it's PP's to build a gigantic Kriegsmarine - if this is sensible or not strategy wise is another question - however from an industrial capacity viewpoint it wouldn't really be possible; and that' why a lot of times we have very unrealistic situations occuring in such games.

Other points for this:

1) Every country has max-values for industry types. When you conquer another country you also get the max-values of these added to your max-values (this would for example make it possible for Germany to increase tank-production maximum by conquering Czechoslovakia - i.e. the skoda works for example).
2) Possibly introduce the possibility to buy an increase in a maximum value. While slow and expensive it would represent investing in industry capacity - like building the Nibelungen Werke.
3) Max values could be set so that it gives you a realistic feel of how many tanks and planes a country is actually able to produce to make it feel more along the historical lines - as motivated by the Economics Thread.
4) If repairing of units is also included then the values of course become more difficult to determine. However we do have numbers of tanks, soldiers and planes in units shown - so maybe that could be considered too.
5) The max-values would need adjusting whenever you increase your technology level in the corresponding type. it would not necessarily mean adding something to the max-value - rather mulitplying it by say 1.1 or something like that. The main idea is to keep the amount of tanks, planes, soldiers being produced accordingly correct.

I am assuming a max-value for spending PP's would not be that very hard to program - so if it is though this would of course be a kill-criterium. However if it would be possible to do so maybe make them moddable values?

Of course creating these values for all countries would take some work. So introducing this from this aspect would take a bit.

What do you think?

Romdanzer




aspqrz02 -> RE: Suggestion for Economics: Industry types via Max PP spending (4/30/2012 5:25:22 AM)

This could also represent manpower caps ... and your suggestion for allowing "capacity" to be increased would not only represent increased industrial capacity, but also better use of manpower and/or technology to give a smaller manpower "footprint" the same (or increased) firepower.

Sorta like the old SPI War in the East/War in the West/War in Europe optional rule that would allow the Germans to pay PP to stave off the changed (reduced effectiveness) Combat Result Tables in the mid and late war.

Or, for infantry, say, the mass production of Stg-43/44 Assault Rifles to replace Kar-98s and the like, allowing more firepower in the samed sized squad, or the same firepower for a reduced manpower squad.

All sorts of possibilities.

Phil




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