el cid again
Posts: 16922
Joined: 10/10/2005 Status: offline
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quote:
ORIGINAL: Captain Cruft Air missions should use Fuel as well as Supply I fully realise that there are no future functional code changes planned to the game engine, but I'm still going to try anyway. Hypothesis:- If there is one single thing that this game needs it is for air missions to use fuel as well as supply. Why? Well AvGas is a product of oil refineries, so it's factual. Secondly, it would drastically reduce the operational tempo in general and thirdly (most importantly) Japan would be faced in-game with what was it's most crucial problem in reality. Which as of right now it isn't. It can keep thousands of planes in the air right up to the finish. The problem is structural. In fact, AVGAS is supply points in this system - refineries produce supply explicitly for that reason. At root, a better system would be if we had a breakout of "supply" as three items munitions (ammo for short) - which is 90% of what is used (by weight) when fighting fuel (POL for short - the formal military meaning - all petroleum products) - which is the majority of what is used by motorized units when moving - and by ships general supply (supply for short) - everything else - including food, spare parts, name it - this is a small requirement for all but draft land units - but it is universal - and pretty much independent of if a unit is fighting or moving - it always needs general supply I even proposed that for WITP - compared to UA - but it was too fundamental to get included. The other thing that needs to be present for economics to make real sense is more kinds of "resources" The ancient paper "War in the Pacific" by SPI had "northern Resource points" and "Southern Resource Points" - an attempt to say that you cannot just import resources from one place and get all you need, period. I prefer to separate out things like coal - which is the MAJORITY of what Japan imports (by weight) - and which is also important economically (coking coal is a fundamental requirement to make steel - steel is the second most important limit on wartime production after oil - the total amount of steel you can make is limited and hard to grow rapidly - and your choices of what to do with it are critical - you can build rifles, tanks, warships, bridges, railroads, steel frame factory buildings - the list is long) - and coal also is a fuel used for most electrical power and many steam powered industrial operations. Not to mention a fuel for some ships. So coal alone accounts for a significant majority if imported resources. Then there is iron ore - the second biggest thing needed by weight. But both are worthless without other minerals - I represent them by copper - but one might use another term. All these are different from oil. And there is important critical stuff - I represent it with rubber - but it includes antimony - you can't make ammunition without it. Finally there needs to be some sort of agricultural input - a place that generates food or cotton (for guncotton as well as uniforms) - ought not to be creating the same thing as a place making coal, iron, other minerals, etc does. That way you value a location for what it makes, and cannot substitute that for what you must get somewhere else. We are not going to see this stuff in WITP/AE or derivitive products. The real problem with air units is they do not need enough supply points. They pretty much fly almost for free. Since supply is defined in tons, supply for combat missions ought to include the weight of bombs! It does not. It does not even matter how much you fly. Only the use of drop tanks increases your supply costs - a little. I do not believe this would be massively difficult to code, and the effects would be very well contained, just confined to how many planes take off for XYZ air mission. There ought to be no bug leakage into other areas unless the code really is borked beyond belief. Discuss ...
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