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RE: Air missions should use Fuel - 4/14/2012 3:48:24 PM   
Captain Cruft


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Repeat: The proposal is that air missions should consume the already existing item called Fuel. No new items ...

(in reply to LargeSlowTarget)
Post #: 31
RE: Air missions should use Fuel - 4/14/2012 5:22:13 PM   
LargeSlowTarget


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Sorry, I have not expressed myself properly - I am at work and while pretending to work I do not have enough time to sort out my thoughts...

I'll give it another try.

I'm not asking for new items, on the contrary I argue against it.

I understand the goal to let Japan face an avgas crisis later in the war.

But I am against using fuel for air missions since "fuel" represents different kinds of petrol products which are at opposite ends on the scale of refinery products.

I just find it odd to use "fuel" for both 'light' products like avgas and petrol and 'heavy' products like fuel oil of the "Bunker C" variety.

Therefore I think the way it is in the game is ok - supplies represent the "light" products for land and air, while fuel represents the heavy stuff for ships and HI (with diesel and gasoline for subs and PTs being - ahem - disregarded).

If I am not mistaken, in stock scenarios refineries have a supply output which represents avgas, so "supplies" does cover avgas.

As an afterthought: air missions also require machine gun ammo, bombs and rockets i.e. supplies - so the mechanics would have to be changed to require both fuel and supplies for air missions.

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Post #: 32
RE: Air missions should use Fuel - 4/14/2012 6:22:35 PM   
Captain Cruft


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Yes in stock refineries do produce supply. Nothing like the amount which comes from LI though. It also causes problems like Fortress Palembang etc.

In DaBabes, which is the best data available, refineries no longer produce supply.

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Post #: 33
RE: Air missions should use Fuel - 4/14/2012 6:43:59 PM   
Bullwinkle58


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quote:

ORIGINAL: treespider

quote:

ORIGINAL: oldman45

No, its really not the same thing Treespider.



So an Allied xAK hauling 55 gallon drums of Avgas is different than pallets of Toilet paper or spare cots or bullets or spam?

the problem with specialized bits and pieces is everyone knows they are important...so why not throw everything at the ball bearing plant cause if you shut down the ball bearings the war industry grinds to a halt.



To me the issue is that this is exactly what the PTO Allies did do. They went after the tankers with gusto from the summer of 1944 until they were all dead. This largely grounded the Japanese air training program, somewhat crippled kami pilots' preperation, and would have prevented any CAPs if the HI invasions had gone forward. There would have been no 5000 fighter CAP to stand up to B-29s in late 1945 as we see in AE.

My point about the Allies was in response to your seeming focus on only the Japanese implications of a flying-fuel mod. The Allies would also have to haul fuel forward to fly in the course of their re-conquest march west. The ranges would be greater than any the Japanese player has to deal with. They get massively more ships, and xAKs can haul fuel, inefficiently, but my point was that there would be Allied penalties to op tempo as well. And, the Allies don't care about HI or the fuel production of same consumes, so they would get a "hidden bonus" to an extent if fuel were required to fly training missions. Their huge replacement pilot pools are free.

A fuel-flying mod would be thus be a mixed bag of downstream effects, differing relative to the two sides.

< Message edited by Bullwinkle58 -- 4/14/2012 7:07:49 PM >


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Post #: 34
RE: Air missions should use Fuel - 4/14/2012 6:54:05 PM   
Bullwinkle58


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quote:

ORIGINAL: oldman45

I think we went do a too complicated road. There are so many things abstracted in this game, a simple 1 fuel point per engine per mission would be a good starting point.


I agree that in a perfect world fuel for flying would be included. I don't regard this as a minor abstraction; fuel destruction was a key strategic driver of the Allied war plan in both the PTO and ETO. It was a core goal of the submarine war in the Pacific. There are things represented in the game of far, far lower impact on strategy and tactics than having planes need petroleum to fly--coastal minesweepers come to mind.

As for the specific number, I agree it could be a simple point-per-engine thing even taking Alfred's excellent points about combat speeds and altitude efficiencies into account. I think one point per engine would be way too high though relative to how much fuel is needed to fuel a warship and how difficult it would be to keep far-flung bases supplied. But the idea of a fixed number has merit.

< Message edited by Bullwinkle58 -- 4/14/2012 7:08:26 PM >


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RE: Air missions should use Fuel - 4/14/2012 7:04:48 PM   
Bullwinkle58


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quote:

ORIGINAL: LargeSlowTarget

I just find it odd to use "fuel" for both 'light' products like avgas and petrol and 'heavy' products like fuel oil of the "Bunker C" variety.

Therefore I think the way it is in the game is ok - supplies represent the "light" products for land and air, while fuel represents the heavy stuff for ships and HI (with diesel and gasoline for subs and PTs being - ahem - disregarded).



The core issue is that supplies can be made out of LI installations; planes can fly by burning bauxite, or iron ore, or rice. By forcing them to burn some type of petroleum product--fuel that already exists in the game, of whatever distillate name--you force each player, but the Japanese more so--to protect and manage the rarer petroleum source points and you elevate the strategic importance of refinery sites. You encourage the Allies to wage an anti-economic war, which they did, and not the LCU-destruction war we often see now, or the anti-IJN fleet actions we also see. The IJN becomes the protector of the resource flows which was its historic role after the defensive perimeter was established. As it is now the HI will have huge air capability long after would be the case if fuel were needed to fly. You relieve the Japanese player from having to make a guns vs. butter decision on how to use his limited fuel stocks after the big petroleum centers are re-conquered by the Allies.

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Post #: 36
RE: Air missions should use Fuel - 4/14/2012 7:44:02 PM   
treespider


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quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: treespider

quote:

ORIGINAL: oldman45

No, its really not the same thing Treespider.



So an Allied xAK hauling 55 gallon drums of Avgas is different than pallets of Toilet paper or spare cots or bullets or spam?

the problem with specialized bits and pieces is everyone knows they are important...so why not throw everything at the ball bearing plant cause if you shut down the ball bearings the war industry grinds to a halt.



To me the issue is that this is exactly what the PTO Allies did do. They went after the tankers with gusto from the summer of 1944 until they were all dead. This largely grounded the Japanese air training program, somewhat crippled kami pilots' preperation, and would have prevented any CAPs if the HI invasions had gone forward.


Which is abstractly represented by the denial of "Fuel" to the Home Islands which is needed for HI production which is subsequently needed for Pilot production...thus largely grounding the Japanese air training program.

quote:

There would have been no 5000 fighter CAP to stand up to B-29s in late 1945 as we see in AE.


Is a 5000 fighter CAP possible? I thought there was a hard limit on the number of units. Or is 5000 simply hyperbole?

quote:


My point about the Allies was in response to your seeming focus on only the Japanese implications of a flying-fuel mod.


Which seems to be what the biggest complaint so far in this thread...that LI Production in Japan allows for supply production which allows planes to keep flying.

quote:


The Allies would also have to haul fuel forward to fly in the course of their re-conquest march west. The ranges would be greater than any the Japanese player has to deal with. They get massively more ships, and xAKs can haul fuel, inefficiently, but my point was that there would be Allied penalties to op tempo as well. And, the Allies don't care about HI or the fuel production of same consumes, so they would get a "hidden bonus" to an extent if fuel were required to fly training missions. Their huge replacement pilot pools are free.

A fuel-flying mod would be thus be a mixed bag of downstream effects, differing relative to the two sides.


IMO (which we all have) there are a number of items that need to be addressed and aircraft consuming Fuel is far from the top of the list.

A number of mods address some of the issues...

1. DBB-C reduces cargo capacities.
2. My mod and now my and Vettims mod will increase the resource transportation requirements for the Japanese coupled with DBB-C's cargo limits

As to code changes the simplest would be to alter the spoilage formula and dramatically reduce the supply storage capacity in malarial regions on the map.

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to Bullwinkle58)
Post #: 37
RE: Air missions should use Fuel - 4/14/2012 10:39:51 PM   
Bullwinkle58


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quote:

ORIGINAL: treespider


quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: treespider

quote:

ORIGINAL: oldman45

No, its really not the same thing Treespider.



So an Allied xAK hauling 55 gallon drums of Avgas is different than pallets of Toilet paper or spare cots or bullets or spam?

the problem with specialized bits and pieces is everyone knows they are important...so why not throw everything at the ball bearing plant cause if you shut down the ball bearings the war industry grinds to a halt.



To me the issue is that this is exactly what the PTO Allies did do. They went after the tankers with gusto from the summer of 1944 until they were all dead. This largely grounded the Japanese air training program, somewhat crippled kami pilots' preperation, and would have prevented any CAPs if the HI invasions had gone forward.


Which is abstractly represented by the denial of "Fuel" to the Home Islands which is needed for HI production which is subsequently needed for Pilot production...thus largely grounding the Japanese air training program.

But it doesn't work. We see many AARs where the HI bank by 1945 is in the several millions, and HI banks aren't attackable by the Allies. There is never a shortage of pilots. If fuel were exposed on each airbase and needed to fly CAP the Japanese player would have to make a lot more difficult decisions.

quote:

There would have been no 5000 fighter CAP to stand up to B-29s in late 1945 as we see in AE.


Is a 5000 fighter CAP possible? I thought there was a hard limit on the number of units. Or is 5000 simply hyperbole?
quote:



It's not in collective terms. See rader's game vs. Greyjoy.

My point about the Allies was in response to your seeming focus on only the Japanese implications of a flying-fuel mod.


Which seems to be what the biggest complaint so far in this thread...that LI Production in Japan allows for supply production which allows planes to keep flying.
quote:



Fuel supply was never a problem for th eallies. Fuel location and transport was. In both cases making fuel a requirem,ent to fly, either at continental or island bases, would affect tactics, op tempo, and target focus. It would shhift the war in most games to different, more historical flows.

The Allies would also have to haul fuel forward to fly in the course of their re-conquest march west. The ranges would be greater than any the Japanese player has to deal with. They get massively more ships, and xAKs can haul fuel, inefficiently, but my point was that there would be Allied penalties to op tempo as well. And, the Allies don't care about HI or the fuel production of same consumes, so they would get a "hidden bonus" to an extent if fuel were required to fly training missions. Their huge replacement pilot pools are free.

A fuel-flying mod would be thus be a mixed bag of downstream effects, differing relative to the two sides.


IMO (which we all have) there are a number of items that need to be addressed and aircraft consuming Fuel is far from the top of the list.

A number of mods address some of the issues...

1. DBB-C reduces cargo capacities.
2. My mod and now my and Vettims mod will increase the resource transportation requirements for the Japanese coupled with DBB-C's cargo limits

As to code changes the simplest would be to alter the spoilage formula and dramatically reduce the supply storage capacity in malarial regions on the map.



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Post #: 38
RE: Air missions should use Fuel - 4/14/2012 11:59:49 PM   
Captain Cruft


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In my Downfall game I am successfully avoiding most of the HI cost for training pilots by the simple method of pulling pilots from the pipeline onto the map to fill out Kamikaze and/or Training units. Once on the map they can train up using only Supply, and at a faster speed than off-map training.

(in reply to Bullwinkle58)
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RE: Air missions should use Fuel - 4/15/2012 1:03:22 AM   
treespider


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quote:

ORIGINAL: Captain Cruft

In my Downfall game I am successfully avoiding most of the HI cost for training pilots by the simple method of pulling pilots from the pipeline onto the map to fill out Kamikaze and/or Training units. Once on the map they can train up using only Supply, and at a faster speed than off-map training.




So you intentionally found a work around?

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Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to Captain Cruft)
Post #: 40
RE: Air missions should use Fuel - 4/15/2012 1:17:58 AM   
treespider


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But I digress...

The real concern seems to be the late game the Japanese are able to put up a bunch of fighters in the air because they are not burning Fuel but using supply.

So lets say hypothetically we cause the aircraft to burn Fuel...how much should they burn?

The Japanese in DBB-C can theoretically produce c.7900 Fuel points per day in the Home Islands. Don't you think players will simply start to create large stock piles of fuels points in the HI to compensate?



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Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to treespider)
Post #: 41
RE: Air missions should use Fuel - 4/15/2012 3:19:35 AM   
Bullwinkle58


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quote:

ORIGINAL: treespider

But I digress...

The real concern seems to be the late game the Japanese are able to put up a bunch of fighters in the air because they are not burning Fuel but using supply.

So lets say hypothetically we cause the aircraft to burn Fuel...how much should they burn?

The Japanese in DBB-C can theoretically produce c.7900 Fuel points per day in the Home Islands. Don't you think players will simply start to create large stock piles of fuels points in the HI to compensate?




I can attack those.

I don't play DBB yet. I assume those fuel points must still come from Oil, which had to be hauled to the HI on scarce tankers. If I sink the tankers before the endgame, by historic use of my subs for example, there won't be 7900 fuel points per day, and a lot less air defense for the HI. In contrast, now, with the LI model, the HI make supply from local resources and planes can fly while isolated from the rest of the map forever, unless the Allies take out either Resources or LI. I've done a strat bombing campaign into mid-1946. Trying to swat down LI is really hard to do.

In summary, the difference with a fly-fuel model is the petroleum resources are geographically distant from the HI where they will be needed at the 11th hour. LI is right next to Resources in Japan. Supply is a closed loop.

< Message edited by Bullwinkle58 -- 4/15/2012 3:20:09 AM >


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RE: Air missions should use Fuel - 4/15/2012 4:13:52 AM   
treespider


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quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: treespider

But I digress...

The real concern seems to be the late game the Japanese are able to put up a bunch of fighters in the air because they are not burning Fuel but using supply.

So lets say hypothetically we cause the aircraft to burn Fuel...how much should they burn?

The Japanese in DBB-C can theoretically produce c.7900 Fuel points per day in the Home Islands. Don't you think players will simply start to create large stock piles of fuels points in the HI to compensate?




I can attack those.

I don't play DBB yet. I assume those fuel points must still come from Oil, which had to be hauled to the HI on scarce tankers. If I sink the tankers before the endgame, by historic use of my subs for example, there won't be 7900 fuel points per day, and a lot less air defense for the HI. In contrast, now, with the LI model, the HI make supply from local resources and planes can fly while isolated from the rest of the map forever, unless the Allies take out either Resources or LI. I've done a strat bombing campaign into mid-1946. Trying to swat down LI is really hard to do.

In summary, the difference with a fly-fuel model is the petroleum resources are geographically distant from the HI where they will be needed at the 11th hour. LI is right next to Resources in Japan. Supply is a closed loop.



So give us a number how much Fuel should be used for 2 Babs flying a recon vs 27 Zeros on CAP vs 48 Sally's?




_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to Bullwinkle58)
Post #: 43
RE: Air missions should use Fuel - 4/15/2012 5:11:17 AM   
Commander Stormwolf

 

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yeah making the logistics any more complicated would be a waste of time..

better to clean up the mechanics of the game..


.. btw 27 zeroes on CAP for 5 hours would use 9018 litres of fuel

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Post #: 44
RE: Air missions should use Fuel - 4/15/2012 8:28:55 AM   
PizzaMan


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If you're going to separate out Aviation Fuel, you might as well separate out Small Arms Ammo, Bombs, Naval Ammo, and Food & Water.

WitP-Ultimate Edition
Features: 20 miles / hex
Individual Avatars for Pilots and Commanders showing Hair Color, Eye Color, and Skin Tone
2 Turns / Day (1 night phase, 1 day phase)

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Post #: 45
RE: Air missions should use Fuel - 4/15/2012 1:26:12 PM   
treespider


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Perhaps a "simpler" solution would be a reworking of the economic model within the existing code framework and the tools available to the Modder.

For my Treespider mod I reworked the inputs and outputs of the industry and resources in an effort to create more strain on the Japanese economy...

So to solve the Lght Ind supply generation "problem" that concern those wanting AvGas - my first broad brush strokes would be for a return to the WitP system and the elimination of LI from the Home Islands....and perhaps the map altogether. That being said the requisite inputs and outputs for Hvy Ind would need to be reworked.

While doing that one might want to look at eliminating the ability to create huge HI surpluses.

One of the things that naws at me is the ability of players to shut-off industry. That should not happen as the "hidden" civilian economy is assumed to be part of the industry inputs. By allowing players to shut off industry it allows them to starve their own civilians. Which brings me to a "wishlist item" and interesting addition to the VP calcs... minus VP's for every industry (HI or LI) that fails to produce in a turn. In other words the 2700 point Heavy industry factory at Tokyo shuts down for a day - 2700 VP's...


With all that I might start look at readjusting the economic model again...hmmm.








< Message edited by treespider -- 4/15/2012 1:29:18 PM >


_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

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Post #: 46
RE: Air missions should use Fuel - 4/15/2012 2:07:22 PM   
Puhis


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It is no longer possible to shut off LI.

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RE: Air missions should use Fuel - 4/15/2012 2:10:22 PM   
treespider


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quote:

ORIGINAL: Puhis

It is no longer possible to shut off LI.



But apparently you can still shut off HI.

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to Puhis)
Post #: 48
RE: Air missions should use Fuel - 4/15/2012 6:41:44 PM   
el cid again

 

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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 ...


(in reply to Captain Cruft)
Post #: 49
RE: Air missions should use Fuel - 4/15/2012 7:29:17 PM   
Bullwinkle58


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quote:

ORIGINAL: treespider

So give us a number how much Fuel should be used for 2 Babs flying a recon vs 27 Zeros on CAP vs 48 Sally's?




I don't have a number, but for simplicity I would make it the same number. A number could be derived; it was done for ships and works well.

Further, failure to have a number at hand does not disprove the basic premise, which is strategic in nature.

I reiterate: fuel is unique in the economic model(s) due to its relative rarity and strict geographic locations which drive Japanese strategy, timing, defense allocations, and late-war production trade-offs relative to HI production versus fleet and merchant movements. No other economic factor has a hand in more aspects of the game, which is as it should be and as it was in RL.

I would also like to note that although air-fuel modeling would bring serious change to the late-war game it would also influence both sides' activities througout. If, for example, the Japanese HAD to get fuel to all operating bases in order to even do CAPs they would have far less sealift capacity for flights of fancy in India or Australia. Similarly, if the Allies had to distribute fuel to leap-frog islands instead of stockpiling huge amounts to support only fleet operations at several core bases such as Sydney, they would be extremely pressed in the early game. It's already three kinds of hell keeping Oz in fuel in 1942. It would be even more of an Allied headache to keep Darwin and PM fueled enough to put up a CAP. PM with a strained air defense makes a Coral Sea battle more likely. How many times do we see a real Japanese effort to take PM in 1942 in AARs? Seldom, primarily because PM can be made an air citadel very quickly in the first three months of 1942. Oz makes supply organically and it can be shipped into PM in two weeks or less from the start of the game. Fuel is much harder to deploy early on.

< Message edited by Bullwinkle58 -- 4/15/2012 7:44:58 PM >


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RE: Air missions should use Fuel - 4/15/2012 7:39:06 PM   
Dili

 

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An good option would be
-fuel
-coal(and energy alternatives),
-military industrial production (means ships are more vulnerable to catastrophic explosion)
-all other production(food etc).
So all units: air,sea,land have to get parts of at least three. Then a game would have a unit of consumption for transport per service that will have a mixed composition. Of course will be still possible to move any of 4 item itself like when there is need of great quantities of fuel. Ideally in a game the player should be able to make their own units of consumption for the circumstances.


(in reply to el cid again)
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