Telumar -> RE: Two Weeks In Normany, Version 4.0 Beta Test (8/10/2013 10:03:33 AM)
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ORIGINAL: Brett Turner My limited experience with 3.4, testing for this scenario, is that the big supply problem remains unfixed. Distribution of supply is better, but it is still way too easy to attack without supply. Because of that, the pace of combat is too fast over time, at least in one-day turn, battalion unit scenarios. The German Army in Two Weeks melts away very historically, but it melts away about six weeks too soon. Adjusting the attrition divider does not fix this. (I tried.) The problem is not that combat is too bloody; the problem is that units can attack every day, when in the real war they could only attack once every two or three days. Also, because units are attack-effective even at low supply, you don't get the attack-pause-attack cycle which was common in the real war. SSG's Decisive Battles system, on the Commodore 64 in the late 1980s, did that much better than TOAW. Because units which were low on supply were useless when attacking, you *had* to pause realistically for resupply. One small change---a minimum supply percentage to attack, separate for each side, adjustable by menu initially and by event in mid-game---would make Two Weeks a much, much better scenario. It may sound uncommon at first, but maybe it could produce the desired results: Lowering formation proficiencies and/or giving each side a 90% shock level might be worth a try.
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