Cabido -> RE: What exactly does a supply unit? (1/22/2018 10:56:20 PM)
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ORIGINAL: rhinobones At first I also thought that cumulative would be the best way to simulate supply, but then it seemed that supply is finite and the supply units only represent a more efficient way of distributing available supply. X supply is available. No matter how many supply units are available they only have X to distribute. The supply available is not cumulative, therefore, the amount supplied cannot be cumulative. The supply unit is specialized in logistical delivery and not in the creation of additional supply. Even if I do agree that supply units are specialized in logistical delivery and are not creating additional supply, they do create a real boost to supply, in game terms, and 1 supply radius as a boost is as arbitrary as 2 or 3 supply radii. Suppose the designer could set how many supply radii, then the effect would be the same as 2 or three cumulative supply units, with the collateral effect that the geographical radius would increase, also. If you have 30 supply units and dispose them in a row (with some distance between them), each one boosting the adjacent unit, they will multiply the total supply available overall 29 times more than if the units were piled in a hex, near to a single unit. And no other hex would pay the price for it. So, designers can boost supply, overall, by multiplying the number of supply units. The non-cumulative aspect only doesn't allow concentration of this same overall boost. Additionaly, if we multiply the number of transport equipment available in the units, we can have a real boost to supply, as if extra supply was available; this is reflected in the hex supply level throughout the map, with an impact much greater than a local cumulative supply units boost would have. And we must admit that shared transport isn't creating extra supply either, but just increasing the distribution efficiency. Nevertheless, the in-game effect is that of extra supply throughout the map. The designer would control the number of supply units available, so that one can look at them as just the part of total available supply that the player can freely allocate. In that case, it would have the effect of a supply dump. The only thing that the non-cumulative rule really restricts is the concentration of supply. If one could direct the non-used transport assets to a specific point, instead of distributing them uniformely throughout the map, we would have the same effect as cumulative supply units. I don't think that concentrating the shared transport assets supply bonus would be unreal. No more, at least, then increasing overall supply level throughout the whole map. Anyway, agreeing with me or not, placing an option to set cumulative supply units on/off wouldn't harm present scenarios and would create the possibility of directing supply to focal points by the players. And the designers would have the power to limit it. In such scenarios, the designers could lower the overall supply level, forcing the players to use them wisely to attain historical levels. Piling them in one point would mean sub-historical level of supply in other points. quote:
What I would like to see is that instead of a simple “radius”, supply unit range be subject to map topology and physical considerations. Such as not extending over major rivers, degraded due to forests or enhanced by roads. Should also include consideration of the mode of transport organic to the supply unit and the number of service personnel assinged. Regards, RhinoBones I think it is, in fact. I used a regular grid in my example, but called attention to the fact that it was for simplicity (one MP to move from one point to the other). The radius is calculated with MPs, so that, even an adjacent unit may not receive the bonus, if the movement to the adjacent hex has a greater cost than the supply radius.
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