Ralegh -> RE: Fast POWs, seiges, and a bug(?) (8/19/2005 8:38:49 AM)
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The way supply works is on my list of things I would like to see improved, however it is unlikely that will happen in a service pack, since it is a lot of work for a major feature change. Our best chance of getting it done will be either in a sequel and then rolled back into COG, or in an expansion pack. My proposal, btw, is that supply should be a flow - on the strategic map, supplies flow from supply sources through depot chains to end units, with little stockpiles in depots, containers (armies, corps, fleets) and units (divisions and ships). When you conquer a depot, city or unit, you would get some of their supplies, creating a new incentive to take cities! If a supply chain was interrupted, supplies in the system on the unit end of the chain would continue to filter through until they run out, while supplies up stream would bank up. The player would control the degree of flow - supply sources could be set to create more or supplies in the province control area. Tthe degree of flow would narrow with each staging point (ie. only 90% of the supplies pass down to the next depot in the chain) reflecting some wastage. -- Similarly ships would have a stockpile of suplies to feed troops being carried, and could get more from their own ports, or buy some from allied ports as they sailed. -- Supplies could reach a unit via a supply chain, or by being carried - a fleet, army or corps could ferry out supplies to another unit/container. On the detailed battle map, units within their resupply range [an attribute of units type] of the caissons (a stockpile) would get some additional supplies every turn - the amount reducing with distance. A unit attempting to rally (ie passing its turn) would get significantly more. However each caisson would have a limit of the amount they could dispense in a turn - probably apply a rationing system based on current supply levels. I'd like to able to 'set' certain units as high priority for resupply, too. I'd also like to be able to task a entire division to carry supplies to a point on the map, creating a supply dump. Such a dump would be accessible by units bordering it, but not mobile - creating an opportunity to capture supplies in detailed combat. My more advanced proposal is that we should seperate 'ammo' from 'food and other supplies'. -- Creation of ammo would be dependant on a new tradable resource type: gunpowder. Other supplies would be a combination of food and textiles. -- Units and containers would be able to 'hold' a certain amount of food/ammo - for containers, this would be configurable by the player and effecting the strategic initiative of fleets/armies/corps - and this is what they would take into combat. [So you could tell a city to stockpile supplies, and set an army to load themselves up before charging off into the wilds.] -- Units in combat who are out of ammo supply would lose their fire attacks, and only be effective in charges. -- Units in combat who are out of food supply would suffer reduced combat effectiveness, representing the foraging parties out getting food instead of being in the battle line. Any other ideas/changes/improvements?
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