After Murdr set me strait about supplies only taking time off the repair clock, I wanted to take another look at this wish. I think the wish is still valid even though the times of repair are incorrect in my first post. The purpose of this wish is three fold:
1. Provide the player with information when a resource such as Fighters will be enabled after the resource has been disabled.
2. Provide the player with information so he can determine whether it is worth the time to run supplies to a damaged field.
3. Increase the perceived importance and understanding of the strategic system by providing feedback when a factory is destroyed.
With these items in mind, here is my vision:
Chalkboard:The purpose of the chalkboard is to display the condition of the field. The current old board does not convey enough information to give a true understanding of the field’s condition. For example, Fighters might be Enabled but there may only be one Fighter Hanger still up that could go down at any second; or the Vehicle Hanger was down but you would have to pan to see if it was smoking to get an idea of when it might be back up; or you would have to go to the Hanger to see if any Manned Acks where functional. The old chalkboard also did not give enough information to help the player decided if it was worth while to run supplies to the field. In order to communicate additional information, three new columns where added: Status (STAT), Estimated Time of Repair (ETR), and Convoy (CNVY).
STAT: The status column list the number of objects still up over the total number of objects for that resource. An example would be 7 / 8 for Troops & Supplies. This means that 7 out of 8 barracks are sill up. Displaying information in this manner give an indication on how likely the field is to loose that resource. It may prompt a player to run supplies before that resource is lost completely.
ETR: The Estimated Time of Repair column list the soonest time an object for that resource will repair. For example Fighters has listed 10:34 as a time for repair. At that time, 10:34, at least one Fighter Hanger will be up and Fighters will be enabled. Also, the STAT will change from 0/4 to 1/4 and the ETR will change from 10:34 to the time the next Fighter Hanger is due to repair. This process will continue until all the Fighter Hangers are repaired and the status is 4/4. The ETR will then display a dash or be blank. This type of information tells a player when a resource will again be available and whether it is worth running supplies. The ETR column will update as player supplies are dropped and when convoys arrive.
CNVY: The Convoy column lists the convoy’s worth in minuets of reduced repair time of a resource that can be resupplied. This information makes a direct link to the status of the factories within the field’s Zone which assists the player in understanding the impact the factories have on the repair of the resources.
The chalkboard also has some additional rows: ETA, AAA-AUTO, AA-MAN, SB, and Town.
ETA: This displays the Estimated Time of Arrival for the next convoy. This information is meant to help the player decide if they should run supplies. If a supply resource of interest is within 30 minutes of being repaired and the convoy is worth 30 minuets of reduced repair time, the player can determine if they have time to deliver supplies before the convoy arrives.
AAA-AUTO: This displays information about the auto-ack guns. It is hopped that the there would be two rows to separate the guns that are on the field with those that are located in the town. Since all the auto-guns have object types of GNG, it maybe too expensive pragmatically to distinguish between those guns on the field and those in the town. In the image above, all the guns are listed together and somewhat diminishes the importance of this information.
AAA-MAN: This shows conditions of the soft guns on the field. The image above indicates that 2 of the 5 guns are operational and at least one of the destroyed guns is due to be repaired at 10:55.
SB: This displays the status of any Shore Batteries that are associated with the field. If there are no Shore Batteries, this row can be blank or display N/A for Non-Applicable. Currently, the only way to tell if a field has Shore Batteries is to look around or go into the Hanger.
TOWN: If there is a town associated with the field, this row will give information about its status. In the image above, there are 8 of 59 town objects still up and the first building is due to be repaired at 11:11. The town may not be visible from the tower, but there should be at least a field-phone between the map-room and the tower that would supply this information.
Status Page: This page has three sections showing status information for the field, zone, and HQ. Each section will have ETRs listed but they will only be shown if the resource is owned by the player’s country.
Field Section: This section just shows the basic field information contained on the chalkboard. The big advantage is having access to information about the town status without being in the tower or the town.
Zone Section: This section displays the status of the city and factories contained in the field’s zone. The ETRs shown can indicate when the next object for that resource is due to be repaired or it can show when that resource will be back above the 50% level and convoys run at full strength. Knowing when the resource will be above 50% is more important but maybe difficult to program. The image above shows the way it would look if it followed the same rules as the chalkboard where the ETR displays the time for the next object to repair.
HQ Section: The status of the player’s HQ is shown in this section. If each of the counters and radars can be destroyed and repaired separately, the there should be an ETR listed for each one. The ETR would indicate the time that resource will be enabled.