ColinWright
Posts: 2604
Joined: 10/13/2005 Status: offline
|
quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: ColinWright At the moment, we have two different kinds of roads: improved and unimproved. As it stands, the difference between them are really rather insignificant. If the weather's inclement, unimproved roads can be worse than improved, but generally, the difference is primarily cosmetic. I can run improved or unimproved roads across the Ardennes: the German advance will progress about the same. Also at the moment, there is a traffic factor that can make it hard to pile up units along a road without suffering penalties -- but again, this generally doesn't come into play, although there are scenarios where it works well. So, I was thinking... What if unimproved roads were made more susceptible to traffic effects than improved roads? Wouldn't this more effectively model the distinction? After all, the difficulty the Germans had in the Ardennes wasn't in running one vehicle across them; it was in running ten thousand vehicles across them all at once -- or trying to. It would also help if the concern was to model the importance of securing the best road, as opposed to merely a road. After all, most places there's some meandering track that a regiment can straggle along without undue delay -- but if you want a ram a corps through, a really good road -- or network of roads -- is going to help. Such a distinction would also help to model the distinction between a road net capable of permitting a really large flow of traffic and one that is going to significantly delay the movement of large bodies of troops -- why the Ardennes were considered 'impassible.' They were a barrier -- the Germans just managed to overcome it. If there was such a system, designers' considerations and players behavior would be more like in real life. Your choice of axis of advance would be dictated not just by other considerations, but by considerations of just how many troops could be shoved along a given road without excessive delay. The new supply distribution method in 3.4 will start to address this. Supply ranges are in MPs not hexes. So, the mud and density penalties will accumulate supply reductions. As to the difference between dirt and paved roads: It's not the width, it's the speed. One of my favorite "wishes" is for Motorized (or perhaps just Fast Motorized) units to pay only half a MP for each improved road traveled. This would not only affect troop movements, but supply ranges would double down improved roads. Their value over unimproved roads would be obvious. Spectacular. The planned and proposed changes you enumerate are completely irrelevant to the concerns I raised. It's okay about your car breaking down, Curt -- I bought you a new toaster.
_____________________________
I am not Charlie Hebdo
|