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Combat bonus for units in base held for weeks

 
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Combat bonus for units in base held for weeks - 5/15/2003 10:49:16 PM   
rich91a

 

Posts: 51
Joined: 7/27/2002
From: Sydney
Status: offline
Had an idea which shouldn't be too hard to implement.

It would be good if a new modifier was created.

It would be based on the consecutive number of days a base has been held. This number would be displayed in the base screen as well as the current modifier in effect.

It would act on all bases other than mainland Australia, New Caledonia and Truk.

For units stationed at that base it would modify:

Ground combat
Air combat
Malaria effect
Engineer rate of build
Ship repair rate either docked or disbanded
Air repair rate
Rate of supply use

Modifier would work something like:

Number of days base held Modifier

0 - 7 -20%
7 - 14 -10%
15 - 21 -5%
22 - 30 0%
31 - 60 +5%
61 - 90 +10%
91 - 120 +15%
121+ +20%

The main rational behind this being organisational level and availability of equipment at the base.

It would increase the depth of the game in respect to holding on to your turf and also gaining new turf and holding on to that.

Comments?
Post #: 1
- 5/16/2003 12:47:08 AM   
denisonh


Posts: 2194
Joined: 12/21/2001
From: Upstate SC
Status: offline
Fortification level seems to model most of these things, as the main combat bonuses for holding a place would be preparation of the defenses.

There is only so much you can do without engineers in preparing your defenses after a couple of days.

_____________________________


"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC

(in reply to rich91a)
Post #: 2
I like it - 5/18/2003 1:26:12 PM   
Luskan

 

Posts: 1897
Joined: 7/11/2002
From: Down Under
Status: offline
I like it. Rather than stick a time-based points system in WITP, this could work instead.

Sure, after a few days you need engineers - but for some crucial factors the length of time at a base adds some bonuses:

1. Although you'd think this would have to apply to units and not bases, the longer a unit is at a base, the better that unit will know the ground. This is especially important in coastal areas where an invasion fleet arrives at night. The fact that the defenders know the area very well means that they a: react faster to the invasion (probably) by getting into positions etc. B: Don't get lost on the way to their hastily formed defensive line. C: Can accurately predict where the enemy will land and what their initial invasion objective will be, and d: will know every rock/trench/choke point in the area, so they will be able to occupy them either as they advance or fall back etc.

The invaders are at a big disadvantage as a result of the above - an advantage they wouldn't be at if the enemy had taken over the base just a week before the invaders arrived to retake it etc.

2. Positioning of mines, fox holes, wire, obstacles, some of these tasks are jobs that are never finished. More time = better non-engineer-required defences.

_____________________________

With dancing Bananas and Storm Troopers who needs BBs?

(in reply to rich91a)
Post #: 3
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