Oil Axis Nerf (Full Version)

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battlevonwar -> Oil Axis Nerf (4/15/2017 11:36:00 PM)

Been studying the game having fun and been noticing that the Axis are really strong. Tanks + Bombers + HQs = very tough to beat combination. I am not sure yet if the game is too strong toward the Axis over the Allies but I'm pretty sure it might be.

A thought may be to limit the Bombers/Tanks/Fighters/Mechanized Units the Germans build via Oil Supply. i.e. Germany starts with several and can build around 10 tanks, 15 or so Air Units, several Mechanized Units. If Germany cannot get MidEast oil and is at war with the USSR perhaps a limit of amount she can build.

That or Each Oil Resource unlocking a number of units to her pool, making another dynamic to the game. Making the game tougher for her and making Baku and The MidEast very meaningful. Anyone think this is an interesting solution?




sPzAbt653 -> RE: Oil Axis Nerf (4/15/2017 11:37:51 PM)

No Nerf's needed, what is needed are Oil and Manpower [;)]




battlevonwar -> RE: Oil Axis Nerf (4/15/2017 11:40:31 PM)

Manpower can be done! The amount of total builds? Though Manpower isn't an issue as far as I can see right now. Not sure how you even model that in.

Also Germany relied heavily on captured vehicles! If the Axis don't attack Greece-Yugo-Norway-Sweden-etc... and turtle themselves without provoking the USA more so... perhaps a smaller vehicle pool.




PrinceMiskin -> RE: Oil Axis Nerf (4/16/2017 3:09:52 AM)

Isn't MP somehow included in the number of units a country can support?

As Germany I struggle to defend all these partisan spots in Russia, as I don't have enough units.

Oil would be awesome Commander: Europe at War had oil and remember how I was counting these reserves (eg I could not support more tanks and planes till I could control middle east, transporting a tank via railway was always preferred option etc).




sPzAbt653 -> RE: Oil Axis Nerf (4/16/2017 6:04:07 AM)

Unit Build Limits have nothing to do with Manpower. Without a Manpower Level, all units can be rebuild infinitely with no consequences, and new units are also built with no consequences. MPP's do not represent Manpower either. Manpower and Oil are both elements of Strategic importance that are not represented in SC3 [but as pointed out, they were represented in CEaW].

Captured trucks are represented by capturing countries. If you don't go there, you don't need trucks to get there. Once you go there, you get the trucks you need.

Partisans should only be represented if all the corresponding anti-partisan and police units are represented. I don't doubt that there is difficulty covering all the partisan locations.




PrinceMiskin -> RE: Oil Axis Nerf (4/16/2017 6:45:10 AM)

True, they way I interpreted is that unit limits are a "soft" representation of MP.

I would not object having them as well, but I feel oil is more important. By the way the game engine does support "shells" (with WWI in mind...), so it might be possible to mod and add oil.

It would be nice, if we had all production supplies, oil and MP... Anyway, just to dream on. :-)




sPzAbt653 -> RE: Oil Axis Nerf (4/16/2017 9:26:20 AM)

quote:

"soft" representation

Well, I'd like to see a 'hard' representation in the future. Optional of course, for those that would rather not have it [8D]

quote:

It would be nice, if we had all production supplies

Some folks do like that, but I'd not be interested in a Hearts of Iron type thing. That one also had those features as optional [to let the computer run it for you]. The way these things are represented in SC3 [as Resources] is fine for this game. But after my short experience with CEaW, I feel like MP & Oil would be real nice to have in SC3.




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