Author Topic: please disable strat target resupply in ah2  (Read 575 times)

Offline Citabria

  • Platinum Member
  • ******
  • Posts: 5149
please disable strat target resupply in ah2
« on: January 10, 2004, 04:13:35 PM »
factories hq's cities, things should not be able to be fixed by airfields.

frankly with the instantly fixable hq deep strike buff missions no longer exist.

with the me163 any alert country can massacre anything that gets near its hq.

if possible to disable strat target resupply in ah1 also please do so
Fester was my in game name until September 2013

Offline Citabria

  • Platinum Member
  • ******
  • Posts: 5149
please disable strat target resupply in ah2
« Reply #1 on: January 10, 2004, 04:35:56 PM »
actually the whole zone system is a problem.

buffs are meant to strike deep in enemy territory and therby affect factories cities etc.

well with the zones and strat resupply hitting factories is innefective.

hitting strat target factories deep in enemy territory is completely irrelevant.

hitting cities or hqs is irrelevant.

the origional basic system before zones and supplies actually worked better though it was simpler

it encouraged organized deep strike high alt buff missions.
Fester was my in game name until September 2013

Offline Toad

  • Plutonium Member
  • *******
  • Posts: 18415
please disable strat target resupply in ah2
« Reply #2 on: January 11, 2004, 04:08:22 AM »
Simpler usually is better and more fun to boot.
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline EsmeNhaMaire

  • Copper Member
  • **
  • Posts: 102
please disable strat target resupply in ah2
« Reply #3 on: January 12, 2004, 06:32:12 AM »
IMO the notion of the zones, etc is good, but needs tweaking.   Cities should be the base origin of supplies, with factories being next. So cities can resupply factories, and factories resupply bases.

Get rid of the "resupply convoy every 15 minutes irrespective of route length" thing.

Have supplies automagically trickle down the supply chain at a rate dependent on the amount of damage to the supplier, but make it fairly slow.  ANd ensure that if the chain of supply is broken, then bases WILL "wither on the vine" unless resupplied by player efforts.

Options for AI resupply convoys:

1. have them as extra dollops of supply, over and above the automagically supplied.  If the foe kills a convoy, the bomus supplies dont get through
2. or the convoys could have no effect on resupply at all if left untouched, but could halt automagic supplies for a defined period if destroyed.

Resupply convoys should go at real-world speeds. Truck convoys could have fairly small but frequent effects on resupply, whereas barges or ships could have larger effects, but less often, and trains would be bigger and faster than trucks convoys, but less frequent.

Automagic resupplies should not be adequate to keep a side going full throttle all the time; normal use at front line bases should deplete stocks of fuel and ammo (at least), and possibly affect availablity of vehicles.

That way, there is a point to defending friendly supply convoys (particularly shipping ones, which could give a large boost to an area for a long while) and for finding and attacking enemy ones.
And because teh automagically delivered supplies are not really enough to support normal ops, it also encourages more player flown/driven supply runs, too.   Making the automagic resupply go at a low rate would also mean that newly captured bases were not so easy to operate from at full force, and give players real headaches about outrunning their supplies in advances.

Making supply convoys move at more realistic speeds and encouraging people to fight over them might mean we get to see the things in-game more often, too - Can't recall the last time I've seen a train in an online arena.   Having road and rail networs criss-crossing the terrain means that GVs have things to fight over aside from bases.  They could try to throttle supply chains.

Ooh, final suggestion: allow suitable bases to be able to launch a player-controlled supply convoy.  Such convoys to have player-mannable gun positions (MGs on trucks, that and light AA on trains and barges - the usual on ships).  All follow normal AI resupply convoy routes (although perhaps players might be able to pick a route out of a small selection), except for supply ships, which are player controlled as per normal convoys.  And woe-betide anyone daft enough to send an ungaurded ship supply convoy into dangerous waters... the idea here being that other players would command armed fleets to guard the supply fleets.

DD fleets would have a purpose aside from helping out CV fleets with AAA, too.. and make the 3-4 inch guns on DDs mannable, and they could help with a little shore bombardment, or even go raiding. Hmmn.. make em trios of DDs (a bit like buffs) with a limited supply of torpedos (only resuppliable from a port), too...

:-}


Damn, I'm good at thinking of work for others to do! :-}}



Esme

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
please disable strat target resupply in ah2
« Reply #4 on: January 12, 2004, 08:36:43 AM »
Eshme cities already supply factoryies, which then supply bases.


HiTech

Offline EsmeNhaMaire

  • Copper Member
  • **
  • Posts: 102
please disable strat target resupply in ah2
« Reply #5 on: January 12, 2004, 09:21:25 AM »
Fair enough - I was responding more to what had been said earlier.  I'm afraid that the current system seems so silly in the way that if works in practice that I havent studied the details.  

But SOMETHINg needs to be done to make it worthwhile sending bombers in to attack strategic targets, and also to encoiurage players to think about and be proactive about supplies more.

The current situation whereby IF you manage to get through to a target in the MA the damned thing is rebuilt before you land, most of the time, is just daft.

Esme

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
please disable strat target resupply in ah2
« Reply #6 on: January 12, 2004, 01:11:53 PM »
Esme, you can make stuff down for up 2 hours. You might wish to find out what effects what.

HiTech

Offline EsmeNhaMaire

  • Copper Member
  • **
  • Posts: 102
please disable strat target resupply in ah2
« Reply #7 on: January 12, 2004, 02:23:09 PM »
(shrugs) granted, Hitech - but given that what I've seen in the MA has never given the impression that there was any real point in hitting strat targets beyond the personal satisfaction of defeating nearly impossible odds to do so - why bother?

And 2 hours isnt all that long, anyway!

Ach, I'm not wanting to seem as if I'm simply ripping into AH, Hitech, that isn't my intention.   I was simply trying to suggest stuff that I thought might make it better. If some of it is already in there, so much the better.

Plus, of course, my interest is primarily in organised games, rather than MA play.  Unless MA play gets something close to organised game play, it's of much less interest to me - so with regard to impact on MA play, being brutally honest, I may well be the last person anyone should take heed of...!

I'd still like to see the kind of things I've noted to enable the creation of new/better things in scenario play, anyway...

to the team on how things are going with AHII, btw.  

Esme

Offline Tilt

  • Platinum Member
  • ******
  • Posts: 7358
      • FullTilt
please disable strat target resupply in ah2
« Reply #8 on: January 12, 2004, 06:32:47 PM »
I lament the passing of the capturable depot..............

Whilst its original functionality seems to be lost, zone masters could be configured as "super depots"...........in effect massive conurbations (true cities if you will) with probably 4/5 times the town objects of a normal town (taking up a whole tile or even spread over several) with the map room in the "city hall".

This gives a major big target for buffs...........

It may have a local air field and Gv field..................


On towns and capture

btw can capture be configured so that only a % of the town has to be down?

If towns were generally100% bigger but only 50% had to be down ..............it adds a certain uncertainty.......did we kill enough?

Also whilst every single building has to be destroyed (a bit unrealistic) it means that towns are always finished off with straffing..............

also would be neat to try a campaign with capture set to 15 + troops
Ludere Vincere