zgrssd -> RE: Please Do Not Change Logistics System (6/18/2020 5:09:29 PM)
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ORIGINAL: tortugapower I don't have time to read "Logistics is a mess" thread. However, in this thread which is much younger (and easier/quicker to read), I will plop down my two cents: 1. Logistics system as-is is very opaque. Forgive the ego, but I consider myself decent-to-advanced at understanding wargames, and I don't understand it. This is ultimately a design decision, but that means the game -- which has great appeal so far to a widespread group, beyond hardcore wargamers -- likely won't be understood by newcomers, who will get frustrated and stop playing. (I've already seen this happening.) 2. There's probably changes that can be made that automate things and still allow people to override manually (traffic signals comes to mind). This is also a design decision, and also going to be more inclusive to non-hardcore wargamers if done. (I'm not accounting for the dev time for this, which might be unrealistic.) On design decisions I defer to Vic, who has already made many games I love. For 1, there is this: https://www.matrixgames.com/forums/tm.asp?m=4834257 I fully agree it needs more Documentation/expalantion. For 2. I particulary would like a "dead end" detection. Something that can tell the difference between a road leading to another Logistics asset or city, vs well...a dead end that only has like 1-2 assets and a enemy border with no troops at the end. But from practice, this might actually make it harder. "Nothing is quite as dumb, as code that tries to be smart" is soemthing I like to say.
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