jimwinsor -> Thoughts on pull points (7/14/2020 8:54:24 AM)
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I realize I’m chiming in a bit late to this debate, but I finally got around to trying the out the new pull points supply system. The delay was due to having to finish up a run started under 1.2. And I wanted to give pull points a fair shake, with actual play experience to base my opinion on. So I begun a fresh campaign with the latest 1.4 beta a few days ago. This new campaign is progressing enough now to make some informed opinions, and I have to say ... overall, I’m not a huge fan of pull points. There are a couple issues I have with them. 1) The first issue is game immersion. This is a point that hasn’t been brought up much, I don’t think. But for me, it feels better, as a commander, for me to be pushing out ie dispatching supply, than for me to be telling individual hexes how much they should be pulling in. The former feels more like what a real commander would be doing, while the latter feels more like a gamer sitting behind a computer screen would be doing when trying to min-max a strategy game. 2) I will admit, I was impressed with how long I was able to play under pull points, without ever having to think much about supply. This is something that will no doubt be a godsend to a new player just learning the game. However, when a supply mystery does finally rear its ugly head, pull points make solving the problem much more complicated, IMO. For example, in my latest campaign, I had a new truck station in a town, with a road going out of it to the southwest, and another opposite to it leading northeast. There was an artifact ruin to the northeast, so I eagerly ordered a recycling center to be built there. Next turn, I notice no progress on the recycler, due to lack of supply points. Hmm. Check the town hex, and see that all 800 truck points are being Pulled to the southwest. Now the hex where the recycler is being built has 140 pull points, but that does not seem to matter ... the 800 pull points in the polar opposite direction are taking priority. No idea why ... in fact it’s a bit odd, as my capital is down that road and has a ton of trucks to deal with supply requests. How do I deprioritize the pull points I don’t like? There are an impressive array of new buttons relating to pull points on the traffic signal window, and a half hour of trial and error should allow me to fix this problem ... ... OR I could just unclick those 3 buttons on the bottom and disable the pull point system entirely. If I were to do that, I know exactly what would happen: 400 truck points would go southwest, and 400 truck points would go northeast, just like I want them to. Simple! And that’s exactly what I did, and that’s exactly what happened. The recycler got finished, and all the supply eaters to the southwest seemed to be just fine as well. So in the long run, I find the old system to be much less hassle when you are an experienced player, so I’ll be sticking with it. My advice would be for pull points on to be the default for easy difficulty, and off for normal difficulty and above.
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