Malevolence -> RE: OMG, logistics making this game suck (7/6/2020 6:36:49 PM)
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ORIGINAL: pzgndr Over 45 years now for me. And yes, I understand logistics is important; I was an Asst Brigade S4 logistics officer in Germany in the late 80s. And I understand some (many?) players perversely enjoy micromanaging things. But some (many?) players like us just want to play strategy and wouldn't mind having a simplified logistics system option so playing the game does not seem like work. Been there, done that; I want to play if/when I get a chance. Seriously, must we micromanage trucks, truckstations, gas stations, traffic lights, etc.? I still have enough gray hairs from brigade deployments to Grafenwoehr and Hohenfels moving vehicles back and forth using railcars, 30' trailers, 40' trailers, and road marches. Give me an in-game AI assistant or something to do that crap; I don't want to. Just saying... I think the (beta) game changes have made the logistic capacity better understood. However, the subtext of (many of) these comments indicate players don't well understand the magnitude of cargo being moved on their LP's capacity. I tried many times to suggest a more succinct, consolidated, and accounting-like reporting system. The details are there in the game, but they are spread across multiple view windows with wholly different formats, acronyms, and comparisons. I've never raised a formation larger than Brigade so far. I keep those pretty simple--infantry and artillery. I add tanks as auxiliary. That said, I'm still routinely surprised at the level of fuel and ammunition formations use. Replacement equipment (i.e. models), I think, remains a sore issue for everyone. It can be done, but it's not predictable as required without micro-management. Assets and cities appear to have predicable and mostly fixed costs. However, I know when I am building or upgrading in an SHQ city, everyone being supported by that SHQ needs to stop and wait. No other building or upgrading in any other cities. I attempt to mitigate this issue by making sure each zone has organic generation of basic resources. Food, power, oil, and industry assets are ubiquitous. It helps, but never fully fixes the problem of the SHQ bottleneck. There are at most 6 routes that can exit an SHQ. Once all routes are depleted, all deliveries stop. This is a key issue to watchlist. It is for that reason, I've also suggested the ability to use control signs for truck, rail, and pull points separately--in order to facilitate up to 18 separated routes. However, no interest or support from the community.
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