RE: Are Supply Bases working as intended? (Full Version)

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WCG -> RE: Are Supply Bases working as intended? (7/1/2020 1:01:27 PM)


quote:

ORIGINAL: Falke

For absolute min/Maxers it will mean destroying and rebuilding supply bases as you upgrade to sealed or the level of the base.



IMHO, that's not a bad idea, even if you're not a min/maxer. I mean, supply bases are cheap and quick to build. And that's pretty much how they'd be used in RL, right?

It just seems to make sense to me.


quote:

ORIGINAL: Falke
A base 2 at 5 hexes will give no benefit over that of a base 1



Yeah, that might be a bigger issue. There's going to be absolutely no point to upgrading a supply base, unless you placed the original on a sealed road (or planning for a sealed road, at least).

But I've never upgraded a supply base, anyway (admittedly, this is just my first game), so that might not have a big impact on my game. [:)]


PS. For others here who might still be confused about supply bases, I find it useful to select "Traffic Signs" and click on a road hex. On the right side of the screen, there's a detailed breakdown of what's happening with the logistics (this turn and, if you click on Preview Log - with Preview Pts selected on the main screen - what the game predicts for the next turn).

Now, that can be very confusing, if you have multiple sources of LP, but after clicking "Preview Pts" on the main screen, you can also choose which "Zone Log. Asset" to look at specifically (in the Preview Log).

Like most things in this game, that's complicated and doesn't seem to work exactly as intended (in my version 1.03 game, at least). For one thing, it moves me off of the hex I was looking at, so I have to return to it. But that's no big deal.

And I really don't understand why I can select a rail asset, for example, and get the listing from the same asset split into two parts. It doesn't even list anything but the nearest rail asset, though I can select another one manually, if I want. But anyway - sorry to digress! - my point is that you can see exactly what's happening.

In my current game, I can see that the extension points from my supply base are used before any AP from the truck station is used at all. (I can also see that supply bases have no effect on railroads. That was something I've been wondering about.)

Presumably, the new version will use AP from the truck station first, and the only thing a supply base will do is refill a certain amount of AP (depending on the size of the supply base and the amount of truck station AP that's already been used up). At least, that's how I understand it.

Again, I just thought I'd point out that useful tool. It's easy to overlook when you're using Traffic Signs. At least, it was for me. There's a lot of detail in this game! [:)]

Indeed, I wish we had something like that for bottlenecks, because that's what causes me to pull my hair out. [:D]





GodwinW -> RE: Are Supply Bases working as intended? (7/1/2020 1:16:52 PM)

quote:

ORIGINAL: WCG
quote:

ORIGINAL: Falke
A base 2 at 5 hexes will give no benefit over that of a base 1

Yeah, that might be a bigger issue. There's going to be absolutely no point to upgrading a supply base, unless you placed the original on a sealed road (or planning for a sealed road, at least).


Yes, Supply Base 1 is fine 6 hexes from your first city (that has your first truck stop), even if you upgrade to a sealed road (6 * 7 = 56), and will not increase administrative strain.

But upgrading it will now be difficult to make the most out of.
I used upgrading a lot, I liked it.
Now, if I want a useful Supply Base III, I'll have to put it 15 hexes away from the city (sealed roads: 100 / 7). And close down my previous one.
And probably build a bunch more as the road has probably forked significantly before those 15 hexes.

It is interesting. I'm curious to see how things will change. Could be cool :)
But it's undeniably more micromanagement.





zgrssd -> RE: Are Supply Bases working as intended? (7/1/2020 3:05:20 PM)

The only ranges where it is a real issue, is the ranges where you should be using a Railway anyway. Or maybe a truckstop on the road itself.

Just place it as close to the point where Distance causes a dropoff, and you are good to go. Or do you operate under that wierd asumption, the direction from where the Logistics Capacity comes from maters?




lpgamble -> RE: Are Supply Bases working as intended? (7/1/2020 3:24:59 PM)

Personally I treat truck stations as supply bases and supply bases as extra trucks on that road spur.




WCG -> RE: Are Supply Bases working as intended? (7/1/2020 4:10:35 PM)

Um,... have supply bases been changed? I don't see anything about that in the changelog: https://www.matrixgames.com/forums/tm.asp?m=4844801

As far as I can tell, supply bases aren't mentioned at all. Admittedly, there's stuff I don't understand there.






Destragon -> RE: Are Supply Bases working as intended? (7/1/2020 4:12:47 PM)

In the beta
https://www.matrixgames.com/forums/tm.asp?m=4824133




WCG -> RE: Are Supply Bases working as intended? (7/2/2020 12:55:20 PM)


quote:

ORIGINAL: Destragon

In the beta
https://www.matrixgames.com/forums/tm.asp?m=4824133



OK, then in version 1.04, they work the same way they always did? I'm not playing the beta, so I'll worry about any changes when they release 1.05.

Thanks!






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