Fungwu
Posts: 161
Joined: 8/22/2007 Status: offline
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"So from what I read above, you are basically doing away with the production portion of the game and utilizing disbandable units. With personnel being the only item covered by the production model. So why not go one more step and do the same with personnel. Not every captured city should be a 5% decrease in personnel. DNO does a decent job of where the personnel show up. And when the soviets retake the hex the units will reappear as they liberate more people. " Well yes you could make it more like DNO, but my brain hurts from trying to figure out a good way to do tank production, so I decided to leave personel alone. I guess the ultimate easy fix would be to give soviets historical production and just not alter it. Taking cities would then only count for victory points, and maybe with an EEV model torwards shock or other penalties. "Looks like a decent idea, a lot of manual intervention by the player. Optimally the game system should take care of the management you are recommending. " Optimally yes, but I always try to go for the simplest possible changes, and this was the best I could come up with. I'm not sure there is a ton of intervention. Evacuating your factories in the beginning, and then you have the hex based chart I described so you don't really have to remember anything. WIth production units appearing only 12 times in a 405 turn game I don't think it is really alot of intervention to model the production for the whole war. Fungwu are you going to work on a mod to do you recommended changes?" Well I would need a few things. Tanks would be the simplest to model since I have the historical production from that website and the location of the factories. What I would need for tanks is to know how many tanks enter the game in normal units so I can subtract that from the historical production and figure out how many should be in the production units. The easy way, other than counting the tank content in every tank unit that enters the game, would be to trust the scenario designers when they say that production will be historical with historical german advances. That way all I would have to do is play a hotseat game, take all the objectives that were taken and then check the soviet production numbers and use those. I could then use the same numbers for artillery and air. Using the easy way the last thing I would need to know is the location of Soviet air and artillery factories. Actually, since I would first need to learn how to use the scenario editor, I was hoping you could do all the hard work Zort :) "1/ It only inflicts a 5 turn produciton losss if factories are lost - ie if the production unit has to move to the 2nd factory hex that's 5 more turns....but the next unit arriving 34 turns later will get to the produciton hex 34 turns after the 1st one did - sure it will be 5 turns later than it would be otherwise, but the full produciton will still be arriving every 34 turns...albeit 5 turns later than it would be otherwise - so effectively only 5 turns production is lost. IMO the effect of factory losss should be lost production of that factory forever, not just 5 turns - so if you had 4 factories and lost 1 then you should get only 75% production." Well your right, I was partially aware of that this morning when I was first posted, but I had to leave so I couldn't really wrap my mind around it. Here is a chart: The leftmost column is the number of the production unit, the middle column is the turn they would normally be disbanded, and the right hand column is the turn they would be disbanded if they had to wait 5 turns. As SMK correctly points out the difference between the turns in the middle column is 34, and the difference between the right column is also 34, meaning production is delayed, but not reduced as I had intended. 1st T 34 T39 2nd T 68 T73 3rd T 102 T107 4th T 136 T141 This chart is what it should look like. Notice the difference between the time the production unit is disbanded in the right hand column is 39 turns instead of 34 turns. If you disbanded a 10,000 strong tank unit every 34 turns you would get 294 tanks a turn. If you disbanded the same unit every 39 turns you would get 256 tanks a turn. A drop of about 13%. 1st T34 T 39 2nd T68 T 78 3rd T102 T 117 4th T136 T156 Now look at the differenc between the columns, so first 39 vs 34 =5 68 vs 78 = 10 102 vs 117 = 15 136 vs 156 = 20 The solution is to number the production units #1 #2 #3 #4, the number of the unit is how many spaces(times 5 in our example) on the factory chart the unit has to travel for each empty factory. So unit 1 arrives on turn 34. There is one empty space so it travel 5 hexes before disbanding on turn 39. Unit 2 arrives on turn 68 it must travel 2x5 or 10 spaces, so it disbands on turn 78. Unit 3 must travel 3x5 or 15 spaces disbanding in turn 117. And so on. (the obivous downside here what happens when you get to the end of the war, unit number 12 is going to be walking for quite some time)
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