akdreemer -> RE: WitP Wish List (3/14/2005 2:20:11 AM)
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quote:
ORIGINAL: strawbuk quote:
ORIGINAL: Apollo11 Hi all, I know that it is very late in WitP developement but I still have hope that the below issues will be looked upon because geography and supply played huge role in how and where TFs were located in the Pacific (i.e. not every bay can be made into major harbour and not every ship one side posseses can be placed in such bay)... #1 Ammo replenishment should be depending on port size port size 1-3 : ammo for all guns up to 5" port size 4-6 : ammo for all guns up to 8" port size 7-9 : ammo for all guns #2 Number of ships anchored should be depending on port size Leo "Apollo11" Ammo - I'm no programmer but to ease pain of suckers who are, why not make ammo reload limits by class - gets a bit fuzzy with those 5in CLs but easier to identify fro progarmme easier for us to remember as players. eg port 1-3 DDs only, 3-6 CL/CA/CV 7-9- all ships Where does that leave re-ammo ships by the way? Anchorages - darn tootin - is this not a similar function to airfield capacity? Actually the entire resupply (supply?) aspect of the game is abstracted to the point that it fails to resemble the true challenges of logistics in the Pacific War, let alone logistics. Several casees in point. First, in "Beans, Bullets, and Black Oil", the history of Service Squadron 10, there are numerous accounts of ressupply not being a funtion of the "base" but of the actualy floating service squadrons. It is not a function of the base size, but what particular auxiliary vessel (ammo, fresh food, quartermaster stores, fuel (black navy oil, Avaiation gasoline, diesel, etc). Ulithi Atoll had very minimum land based infrastructer (primarily habitation quarters), was primarily chosen because it had the potential to provide a safe anchorage for the fleet. It was the aux ships of Service Squadron 10 that "pulled alongside" stored and dispenced the vital supplies that the fighting ships needed, not the base. Read some of the various ship histories ands you will find that most of the resupply, even in developed ports like Noumea, was handeled by various "afloat" assets (anchored a port X, tanker Y pulled along side and dispensed godzillion gallons of oil which took 6 hours, then supply ship W came alonside and filled up the storerooms). Thus, even a Level 1 "base", if the proper mix of service assets are available, can ressupply "any" warship. Rearming destroyer torpedoes from AD's or level 8 or higher Bases does make some sense. However, outside the main supply ports such as San Diego, Kure, and the like, the only way large caliber (14,15,16,18 inch) equipped ships can rearm is in the presence of an AE. Most of this is due to the very special handling needed for this ammo. What I would have prefferred to see in a game of this complexity is less abstract handling of the "one supply point fits all" aspect of the current supply system adn a rational breakdown into at least Land Based, Air Based, and Naval Based supply. Some items, like torpedoes and large caliber shells and food, ought to be treated like commodities and require seperate accounting . By 1944 over 50% of the logistical support in the Pacific War was just to provide maintenance for base infrastructures. Indeed, the decision to use the Marianas for B-29 bases really but a huge strain on the logistal system to be able ot supply these aircraft with adequate levels of bomb's, spare parts, and aviation fuel. An example of how the above would have impacted the war was the lack of more than 1 torpedoe per plane stockpile for the Japanese land based naval air groups based out of Saigon. But in the game the Bettie's and Nell's have "Ulimited" access to torpedoes, AP bombs, etc. which historically they did not have. So at the least the following would be a improvement: Seperate out the fuel: Navy black oil Aviation Gas LCU gas (in a pinch a land vehicle could use Aviation, but not vice versa) Diesel (Subs, DE's, etc.) On the supply siide: Heavy Naval gun ammo (>8") Torpedoes (all) Food Maintenance (have to fix things when they break or leak) Consumables Now on the actual mechanics of the automated supply junk the current system and substitute the following: Disignate autosupply based upon user selected parameters that would be composed of the following: Supply base/customer base As an example Osaka could be disgnated to supply only cretain bases, ditto for Tokyo etc. At the sendary level Truk could be disgnated to supply Rabaul, Kavieng, and Kajelain. Rabaul could be disgnated to supply New Guenea and Solomon Bases. On the return trip if there were any resources at the consumer end they would be loaded and trasported back to the supply base. Now all the player has to do is to provide enough shipping assets. The amount of supplies needed would dynamitically adjust based upon the need total demand of the entire "supply network" and disgnate suppliers/consumers. rm
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