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RE: Japanese logistic study. - 5/27/2004 7:56:24 PM   
byron13


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Being able to do this kind of math will be critical for the Japanese player. Is there a spiffy table in the rules providing all of this information? If not, there needs to be.

(in reply to Mr.Frag)
Post #: 61
RE: Japanese logistic study. - 5/27/2004 9:38:56 PM   
Damien Thorn

 

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quote:

ORIGINAL: Mr.Frag

Arms/Vehicle factories consume 6 HI points for 1 item.

Aircraft Engines consume 18 HI points for 1 engine.



So making an airplane engine takes three times the resources and fuel (in the form of HI) than making a tank? That sounds a little strange to me.

Also, from your calculation, if I understood them correctly, it is better to put as many points as possible into HI rather than convert oil to fuel and resources to fuel because those conversion are 1 to 1 , while HI produces more than one of each for each one it consumes.

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Post #: 62
RE: Japanese logistic study. - 5/27/2004 9:43:37 PM   
mogami


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Hi, Fuel and supply are a by product of converting resource and oil in to heavy industry points.

Heavy industry points are an abstraction. The technology that builds a tank is not the same as building an aircraft. The materials for tank building are easier to produce then the materials for building aircraft.



When 10 heavy industry convert 10 resource and 10 oil into heavy industry points they also produce 10 supply and 15 fuel.

< Message edited by Mogami -- 5/27/2004 2:45:20 PM >


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Post #: 63
RE: Japanese logistic study. - 5/27/2004 9:51:47 PM   
Mr.Frag


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quote:

So making an airplane engine takes three times the resources and fuel (in the form of HI) than making a tank? That sounds a little strange to me.


You are jumping to the gun

I didn't list *all* the formulas.

An Item point is expended for each *load factor* of the finished product, making a heavy tank cost far more then a small aircraft.

(in reply to Damien Thorn)
Post #: 64
RE: Japanese logistic study. - 5/31/2004 12:27:37 PM   
Radzy

 

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Hi,

While reading all of those auto-convoy related posts (especially Mogami’s) one question emerges in my mind: what do you thik about convoy management screen? As we will be facing enormous amount of data to deal with, this one would be a real improvement. I am thinking about something like the convoy management in “Hearts Of Iron”, modified by ships pool screen from which we would be able to modify the existing units and also start and end locations.

_____________________________

"When they come a wull staun ma groon
Staun ma groon al nae be afraid
Thoughts awe hame tak awa ma fear
Sweat an bluid hide ma veil awe tears
Ains a year say a prayer faur me
Close yir een an remember me"
Sgt. MacKenzie

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Post #: 65
RE: Japanese logistic study. - 5/31/2004 6:22:06 PM   
Stavka_lite


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quote:

ORIGINAL: Radzy

Hi,

While reading all of those auto-convoy related posts (especially Mogami’s) one question emerges in my mind: what do you thik about convoy management screen? As we will be facing enormous amount of data to deal with, this one would be a real improvement. I am thinking about something like the convoy management in “Hearts Of Iron”, modified by ships pool screen from which we would be able to modify the existing units and also start and end locations.


For a bug infested, semi-RTS game the convoy system in HOI was very good. You did have to keep an eye on it though. It looks like that Witp will be even better. Like I have said before, the way supply and logisitics are handled will either make or break a game.

Now that the game is no longer subject to last minute changes I wonder if we can collectively bribe Matrix into an earlier release?

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Post #: 66
RE: Japanese logistic study. - 6/1/2004 10:43:27 AM   
Radzy

 

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I'm not talking about implementing the whole convoy system from HOI as it is a crap in turn based game. My interest is only about convoy management screen on which you would have such informations as currently active convoys, ships designated to convoy duties (but unassigned to any convoy) and etcetera.

_____________________________

"When they come a wull staun ma groon
Staun ma groon al nae be afraid
Thoughts awe hame tak awa ma fear
Sweat an bluid hide ma veil awe tears
Ains a year say a prayer faur me
Close yir een an remember me"
Sgt. MacKenzie

(in reply to Stavka_lite)
Post #: 67
RE: Japanese logistic study. - 6/1/2004 6:30:12 PM   
Mike Scholl

 

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What would really be nice is a convoy organization screen with a map on it that would
allow you to "point and click" when setting up routing. Not sure I want to deal with
"remembering the names" of every potential destination in the Pacific.

(in reply to Radzy)
Post #: 68
RE: Japanese logistic study. - 6/1/2004 8:01:31 PM   
mogami


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Hi, Just click on bases then sort by supply. Any base that is in red or getting close click to add to auto convoy system. Bases that have a large surplus of supply can be removed from auto convoy system.

< Message edited by Mogami -- 6/1/2004 1:01:52 PM >


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Post #: 69
RE: Japanese logistic study. - 6/1/2004 11:41:56 PM   
Point Luck

 

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quote:

the way supply and logisitics are handled will either make or break a game.


I think that WiTP could lend itself very well to a four player PBEM if you could find some players that would be willing to handle the logisitics side of the war while the other player handles warfare side. There seems to be enough game play just in logisitics and support.

(in reply to mogami)
Post #: 70
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