pasternakski -> RE: Unloading times should be based on Landing craft and exits (9/9/2004 2:39:22 AM)
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Depends on what they're carrying. Even a simple infantry unit has a lot of different equipment (mortars, trucks, AT guns, and so on) and different sub-unit types (engineers with specialized gear, HQ sections with large amounts of office stuff, the famous "support" troops, otherwise known as "cooks, supply sergeants, MPs, and the like"). If it's just a matter of a bunch of guys walking on and off the ship, maybe you're right. If it's something more than that, I think that the smaller transport is more efficient in loading and offloading - a simple system is easier to work than a complex system, especially when you have to deal with complex elements. One other thing - loading a big transport efficiently is vastly harder than loading a little sea jeep. What has to go on first? What has to come off first? Which ship spaces are best suited to priorities in loading and unloading? How many cranes does the ship have and how are they arranged? What size are the hatches in connection with the above considerations? It must have been a great life being a cargo ship crew in WWII - so little time, so much to do. The game's transport and corgo ship loading and unloading system is marvelously complex, one of the best elements of WitP. It takes time and effort to master.
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