Author Topic: Thoughts regarding revamping the strategic system  (Read 1275 times)

Offline Preon1

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Thoughts regarding revamping the strategic system
« on: November 11, 2001, 12:01:00 PM »
Intro:
Last evening, the 34th Highland Raptors and the Buccaneers met to eat dinner and discuss the strategy regarding our joint ops operations for that night.  The plan called for a systematic bombing campaign against enemy strategic targets before taking bases.  This strategy was knocked down for the reasons I am about to mention:

The Problems:
*Convoys and trains completely and immediately rebuild whatever they supply (strategic or otherwise)
*Because goons carry 10 units of cargo that repair everything within a mile, they can drop just one on a town, base, or strategic target, a single goon can resupply any combination of these 10 targets.
*Even if you've completely cut off an enemy base from its logistic support (either through killing strategic targets or through disrupting supply lines), the base rebuilds.  This goes the same for strategic targets as well.

My questions:
*If I put 20,000 lbs of bombs on a headquarters to destroy it, how is the train that arrives there going to be able to carry enough to rebuild the whole thing?  Also, how is it going to know what to bring depending on what's destroyed?
*For that matter, if I put 20,000 lbs of bombs on a headquarters to destroy it, how is a single box dropped out of a goon going to repair it?  We're talking about a VERY big building and a comparatively tiny goon.
*Lastly, if we're going to resupply bases with convoys, why do they still rebuild themselves?

My Ponderings:
*If a strategic target is leveled, it should take a good while to bring it back.
*If a base or strategic target is completely cut off from the rest of the country, it SHOULDN'T be able to rebuild; the only exceptions being cities and depots.
*The number of trains running should be a function of a rate determined by the health of the city.
*The number of truck convoys should be a function of a rate determined by the heath of a depot.
*It should take at least two trainloads to resupply a strategic target.
*What trains and supply convoys are capable of rebuilding should be a function of the health of the strategic targets when the convoys left the depots.
*It should take a FLEET of goons to resupply a strategic target
*A single resupply crate should have a limited value of targets it can resupply and should resupply only those targets that are nearest where the crate dropped.
*and FINALLY, on the isles map, there should be sea borne convoys to supply islands.  After all, the purpose behind fighting over the seas is to secure ocean trade lanes.

Conclusion:
The reason why the war doesn’t seem to go anywhere is because it is impossible to cripple an enemy.  It is way too easy to rebuild a target.  This needs to be changed if we’re going to see a new map for a reason other than a hardware upgrade from HTC.


For those that made it this far, thanks for reading.

Offline aknimitz

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Thoughts regarding revamping the strategic system
« Reply #1 on: November 11, 2001, 05:42:00 PM »
Very interesting and certainly worth considering.  I think right now rebuilds are a bit too easy myself ... but dont know the alternative.  

I kinda think you should be able to choose what you repair.  I think a C47 should be able to repair more items than an M3.  But I also think you should be able to control what you repair.  For example, I think the VH is the most important hanger at a field under attakc.  Yet when I resupply a field, sometimes the VH doesnt get repaired.  What if I could drop supplies right next to/or on top of VH - this should repair VH.  Same would be true for each other item I wanted repaired.  I can see this might get a little complicated, but this is just an idea to spawn discussion?

Nim

Offline DanielMcIntyre

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Thoughts regarding revamping the strategic system
« Reply #2 on: November 11, 2001, 06:30:00 PM »
I think the instant respawn is the reason were seeing the same map for weeks on end.  Considering we now have a system to rebuild bases using convoys, m3's, goons, maybe the bases should'nt respawn themselves.  If a hanger is destroyed, its destroyed until convoy, m3, goon or whatever resupplies it.

Offline DanielMcIntyre

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Thoughts regarding revamping the strategic system
« Reply #3 on: November 11, 2001, 06:32:00 PM »
Oh, also, cities and hq's are useless now.  If cities and HQ were immune from resupply, there might be a reason to bomb them

Offline Preon1

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Thoughts regarding revamping the strategic system
« Reply #4 on: November 11, 2001, 07:45:00 PM »
The more I think about this, the cooler it sounds.  If bases don't autospawn and the capability of a goon to resupply a base is decreased, the importance of the supply lines will increase.  That means that there will be a greater importance placed on interdiction missions.

Right now, people don't use planes such as the P-47, P-38, yak-9T, and hurr-D for the purpose that they were used for the most... killing ground targets.  Using something close to this strategic change will probably increase the number of convoys and increase the number of interdiction missions.

That will increase the number of historicly accurate 2v1 and 2v2 missions that would occur due to planes flying interdiction missions and others flying interception missions.  It might also decrease the number of furballs. (I think that's a good thing)

Offline ET

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Thoughts regarding revamping the strategic system
« Reply #5 on: November 11, 2001, 10:48:00 PM »
I think one problem is the automatic resupply by trains and convoys.If some one had to get in the cab of train and run it to point needing supplies,it might help strategy out.Like C47s and M3s do.

Offline Voss

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Thoughts regarding revamping the strategic system
« Reply #6 on: November 12, 2001, 01:09:00 AM »
I think the MAIN problem is the lack of understanding of the new resupply system. You can easily cripple the system if you just know where to strike. It takes more then a single bomber, though. This sort of operation will take cooperation on a scale we haven't seen, as yet.

I haven't been able to muster the cooperation out of Bishops, as yet, but it's coming.

Offline Preon1

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Thoughts regarding revamping the strategic system
« Reply #7 on: November 12, 2001, 09:33:00 AM »
Here's another idea:  Base DEGENERATION

Let's say a base goes a long time without the benefit of a resupply.  It makes sense that they would start running out of fuel and ammo for regular missions and parts to keep regular maintenance up on antiaircraft positions.

So wouldn't it be cool, if you kept a base under siege for a while, if it started losing fuel, ammo, and ack positions?

Offline lazs1

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Thoughts regarding revamping the strategic system
« Reply #8 on: November 12, 2001, 09:39:00 AM »
My question... how is 20,000 pounds of bombs gonna destroy the ability of a base to launch fighters?   What, kill their parking spot???  It is silly.  How do heavy bombers kill cv fleets?  Scare em to death?? it is silly.  

I suppose that if you have silly bombers you will have to make the strategy just as silly and the more complex the "strat"  the more obvious that the bombers are the problem.
lazs

Offline Preon1

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Thoughts regarding revamping the strategic system
« Reply #9 on: November 12, 2001, 10:01:00 AM »
Quote
Originally posted by lazs1:
My question... how is 20,000 pounds of bombs gonna destroy the ability of a base to launch fighters?   What, kill their parking spot???  It is silly.  How do heavy bombers kill cv fleets?  Scare em to death?? it is silly.

I don't have so much of a problem with that.  30,000 lbs of bombs will kill 10 Fighter Hangars at a large field.  It makes sense that without those hangars, they wouldn't have the equipment to maintain fighters in working condition.  My problem is the fact that all of those tools are in a tiny box brought in by an M3

Also, don't forget that one of the early demonstrations of American offensive air power was when General Billy Mitchell used MB-2s to sink captured german ships, including the unsikable "Ostfriesland".  We tried using B-17s on jap ships in the Pacific theater but the Japanese had the presence of mind to turn their boats...  wonder where I've seen that?

Offline Ripsnort

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Thoughts regarding revamping the strategic system
« Reply #10 on: November 12, 2001, 10:10:00 AM »
Preon, your argueing with Aces High's version of "Eeyore"..."it'll never wooooooorrrk..."  :D

Offline lazs1

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Thoughts regarding revamping the strategic system
« Reply #11 on: November 12, 2001, 10:28:00 AM »
Hmm...  sinking one dead in the water and undefended battleship is not the same as killing a fleet.   WWII proved this.   As for killing a bunch of carports taking out all the fiters... LOL.
lazs

Offline AKDejaVu

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Thoughts regarding revamping the strategic system
« Reply #12 on: November 12, 2001, 10:33:00 AM »
The main flaw in the presentation is the use of "realistic" elements.

The strategy system is more than just figuring how a base was realistically destroyed/resupplied.  It is also figuring how it was realistically defended/captured and so forth.

If I look at a base capture with the new strategy, I don't see goons resupplying as being the main deterent.  With dar and towns... that's another story but not with base capture.

Do you want to know why base capture is so difficult in AH?  Watch one some day.  Watch what happens at the start, middle and end.

If it is an organized attack, it will take 2 minutes to close the base and capture it.  I've seen this too many times to think it impossible.

If it is even remotely disorganized, you might see the vh go down.. but usually not.  Thus the presence of ground forces wich most everyone will try to straff (even though the vh is still up).  Then everyone will get into a vulch fest at the base, maybe straffing a hangar when they get bored.  Nobody will stay above 1000 feet and everyone falls victim to the defenders that now arrive from a nearby base.  People are even so vulch festive that a C-47 can fly right in the middle of them and dump his cargo.  This is what I see in 80% of all base captures.

The re-supply system is totally unrealistic.  But so is the base capture system.  The re-supply offers some means to recoupe a base.  If you think its too easy, then you should try flying a C47 or driving an M3 more often to see how easy it is to fend off fighters.

BTW.. your idea that it should be possible to "cripple the enemy" may be something you want to seriously think about.  If this is possible... on more than just a "we don't have dar" level... what are the implications?  Could a country be so succeptable to crippling that once the momentum starts to build there is absolutely no way to turn it?  Most of your proposals do that.

Example:  A fleet of bombers destroys a base... what is the incentive to capture that base?  None... they move to the next base and destroy it knowing there will be no re-supply.  There isn't even a need to kill ack.  You can totally deny the enemy the ability to lauch planes at 14 bases using 5 lancs.

It seems that if map rotation is the biggest concern, it should occur on a timed basis... say every week (or less.. I don't really care how long).  Perk points can be awarded to the country with the most bases at the end... since they've managed to hold the most bases.

Basically... strategy is not added to the game.  Strategy is what you use to play it.  Address the concerns and plan for them.  That is strategy.  Not having HTC remove the concerns.

Prior to 1.08, the need for strategy in AH was minimal... and it was still too difficult for most to deal with.  In 1.08, the need for strategy has been enhanced greately and its time people started to learn that strategy is how you play the game... not the game itself.

AKDejaVu

Offline 38isPorked

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Thoughts regarding revamping the strategic system
« Reply #13 on: November 12, 2001, 11:14:00 AM »
The way I see it, the problem in the game is that the strat targets are not vital enough to make us attack them. Add to that the insta-resupply problem and attacking them becomes a waste of time.

So far what are the strat targets?

HQ, Depots, Factories, Cities, Towns and Fields.

How do they work now?

HQ=Radar. Knock it out, dar goes out.

Depots=Source of supply trains/trucks. Knock it out and trains/trucks dont come out of it.

Factories=Determine rebuild time of respective structures in airfield (fuel, ammo, troops)

Cities= Affect global rebuild time. Knock it out and stuff will not rebuild for hours in some cases.

Towns=None. You need to have it down to capture a field though.

Fields=You need to keep them, you need to take them.

How these work together make it so that ONLY the depots are viable targets... because they prevent the resupply train from upping everything on the base you just spent the last half hour leveling. All the other targets are either too deep in enemy lines or useless to attack since a single goon can up it all up in 1/4th the time it took you to kill it.

WHAT I PROPOSE:

Make EVERY one of them be important. Something that HAS to be defended or it will affect your war efforts.

Here's how I think it should be:

Towns=Towns should determine the time the field should rebuild. Knock the town out, and it wont rebuild the field until the town comes back up. Towns should ALSO have their OWN map room and a VH of their own. TOWNS SHOULD BE CAPTURABLE. Capturing a town should NOT mean the capture of the field. More of this below.

Cities=Affect the rebuild time of factories, HQ and TOWNS. Knock the city down, it will seriously hamper the other side.

HQ=Should affect BAR radar (not the dot dar near fields), TRAIN TIMES (if HQ is down trains will take 4X the time to depart from depots) and there will be NO info on the status of enemy fields, friendly fields and friendly factories (since there will be no HQ to filter that info out to the rest of the country).

Factories=Knocking a factory to 50% will reduce the amount of the factory's production in ALL fields down to 75%. Knocking the factory to 25% reduces the amount of stuff on fields to 50%. Killing factory to 0% will set a PENALTY rebuild timer of 2X rebuild (fields will NEVER be reduced below 50% if the factory is destroyed).

Fields= Each field should have their OWN VH on the opposite side of where they have the town. The Field should have its OWN map room BETWEEN its VH and the field. Add this to the towns having their OWN VH's and Map rooms and you will get a GUARANTEED chance at ground war (in ANY MAP!!). If you lose the airfield but hold the town you can counterattack with GV's, hold the town but not the field and you can assault the town via gv's.  

DEPOTS: Fine as they are now.

Note: For this to work, the resupply system will have to be re-worked. How? Instead of having ONE goon upping EVERYTHING up, why not CHANGE the goon/m3 loadouts to have a goon resupply a specific thing?

Goon/M3 loadouts: AAA Supply (will up 25% AI acks and ALL manned acks), FUEL (will resupply 25% fuel..so if field is at 50%, one supply will up it to 75%), AMMO (same as fuel, but for ordenance), TROOPS (same as fuel and ammo), FIELD SUPPLY (will REDUCE THE REBUILD time of the structures by 25%..this will also be used for rebuilding towns, cities, etc), GV supply (ok as it is now).

This will allow players to fully up a field's specific stuff by having 3 or 4 goons/m3's resupplying field. If a field is FLAT and the attackers have been pushed away, it would take around 12 resupply flights to bring the field up to at least 75% on each.

Would be nice if HT added some MANNED AT guns around the fields.. when the panzers start rolling.. the guns start flaring =)


And of course, fix the 38L and add the 38J & F!!!  :D  :D  :D

-Tac

Rojo

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Thoughts regarding revamping the strategic system
« Reply #14 on: November 12, 2001, 12:43:00 PM »
For the sake of fueling the disucssion, here is my earlier post regarding upgrading the strategic system in AH's MA.  I fully agree with Preon1 that goons and M3s have no business being able to rebuild strategic targets.  They should only effect bases, and even then it should take more than one goon to completely rebuild a completely flattened field or base.  Preon's point, if I may be so bold, is that the strat targets really aren't strategic...rather, they're superfluous.  Some targets should be important enough to maintaining the offense that they are worth attacking and defending.

Note that none of what I have suggested would detract from those who play this sim simply for the air-to-air aspects.  However, for the wargamers in the crowd it adds more possiblities for advancing the progress of your country's military campaign.  It's all about move and counter-move.

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With the addition of roads and rail, it is now possible to add a more complex logistical model to the main arena than a simple rebuild time modifier. The strategic posture of a modern nation-state at war is a complicated system that has been likened to a human body. Factories and their supporting cities are the body's organs, processing raw materials and turning them into the essential building blocks to propel and repair the body. The road and rail system (and maritime transport where applicable) are the arteries and blood vessels that carry those building blocks to the rest of the body. One can choose to attack the body's functioning in different ways. You can attack the extremities directly, as in crippling a hand of a leg. Cut all the arteries and veins feeding that extremity, and that appendage sickens and eventually fails. Lastly, you can go after the organs themselves, paralyzing the entire body until it dies.

Right now, the strategic system in the MA only affects the rebuild times of things you damage. You could completely destroy all the factories, refineries, and other strategic targets (leaving the HQ out of the picture for the moment) of the enemy, and they can continue to pursue the war without pause. Likewise, killing convoys and trains has no affect on the situation at the front, except to delay (not prevent, just delay) rebuilding of destroyed facilities.  So long as no damage is done to a base, destroying any strategic targets or logistic lines-of-communication (LOC - the convoys and trains) is a useless gesture. Conversely, when a base or factory is damaged, the arrival of a convoy, train, or supply drop causes a complete and immediate resurrection of the facility. This also is unrealistic (dare I use that word in connection with the MA?), and overly simplistic. Now that we have LOCs and strategic targets modeled, we have all the elements to more closely simulate full-scale warfare.

What am I talking about? Supplies! It should now be relatively easy to model all the effects of isolating a base, either by cutting its LOCs or by hitting the source of supplies. There are two ways a base's capabilities should be negatively impacted. First, the enemy can destroy stuff at the base. Second, consumables like fuel, ordnance, and troops can be used up. Either situation can be fixed by the timely arrival of fresh materials. The difference is, cutting off the supplies can render a base nearly useless without the need to strike the base itself. Destroy a convoy to a base, and that base should begin to run out of supplies. Kill the depot, and all bases in the area should run low on supplies. Destroy a country's oil refineries should affect all bases throughout the country.

Now before anyone panics at what I'm suggesting, let me go into a little more detail of what I'm proposing. Let's take the situation regarding fuel at a base (the system can be extended to cover other items like ordnance and troops). A base starts with fuel at 100%. So long as a convoy arrives on schedule, fuel remains at 100%, unless fuel tanks are destroyed by enemy action. Bases normally get a new convoy dispatched to them 5 minutes after the previous one either reached the base or was destroyed. What I'm suggesting is that every convoy that fails to arrive have an incrementaly detrimental effect on the availability of fuel. The first convoy that fails to reach the base causes fuel availability to drop to 75%. The second missed convoy in a row drops it to 50%. A third missed convoy in a row drops it to 25%. This is as low as it can go as a result of missed convoys or destroyed fuel tanks.

Damage to fueling facilities at a base destroys the fuel storage capacity; killing half the fuel tanks will reduce the capacity to store fuel by 50%. Thus you may have a fuel storage capacity at a base of 50%, but only have 25% fuel available due to 3 missed convoys in a row. A convoy's safe arrival has two affects. First, it repairs 25% of the remaining damage to the storage tanks. Second, it completely resupplies the available storage tanks (including any just repaired). Going back to our example, a convoy arrives, repairing enough fuel storage tanks to store 75% of full capacity (remember, we were down to 50% storage capacity due to damage, but 25% fuel available due missed convoys). The convoy also fills all the available fuel tanks; i.e. fuel availability is now at 75%, or 100% of the non-damaged fuel storage capacity. Supply drops would have a simlar effect as the safe arrival of a convoy, though it should require more than one C-47 to completely resupply all items on a base.

Ordnance could be handled in a similar fashion, by dividing up the classes of weapons in the following fashion:

Ammo at 100% - all vehicle and aircraft ordnance available

Ammo at 75% - all aircraft and vehicle ammo available, plus rockets and bombs smaller than 500 lbs

Ammo at 50% - all aircraft and vehicle gun ammo available, plus rockets and bombs 100 lbs and smaller

Ammo at 25% - all aircraft and vehicle gun ammo 40-mm and smaller available

Troops would either be available or not available, based on damage and convoy status. Barracks destroyed or three missed convoys would disable troops at a base. Only a convoy could rebuild and/or resupply barracks; resupply missions would have no effect on troop availability.

Strategic Targets:

I haven't quite figured out yet how trains affect the current MA, except that they affect rebuild times of strategic targets (which ones, I'm not sure of). However, here's how I'd handle them. Generally, production facilities are place in a location near the source of their raw materials (oil refineries are near the oil fields, generally; steal mills are near ore deposits, factories are near population centers). So the flow of finished goods is generally via rail roads, between the production facilities and the population centers. These population centers (cities) also act as distribution centers, funneling the goods out to the areas that need them. Trains would move between the finished goods from where they're produced towards the city. Because depots can be captured, the movement of goods from city to depot would have to be handled in the abstract. Convoys would of course radiate outward from depots to bases.

The terrains in the MA should thus be laid out as follows: Each country would have one or two cities (regional capitols, we'll call them). A refinery, barracks complex, and an ordnance factory complex (collectively known as production centers) would be scattered around the regional capitol, connected to that capitol via a railroad. Trains would spawn at the capitol, in a major rail marshalling yard (a large train station, in other words) and head towards the production centers. Ideally, it should be the other way around, with trains spawning at the production centers and moving to the cities; however, you can only have so many stations in a terrain. Besides, I want the marshalling yards (stations) to be part of the regional capitol. The depots would in turn be connected to the bases via the road/convoy system.

We've already talked about what happens to bases when their supply line to the depot is cut. Now for the strategic part of the equation. Damage to the regional capitol would simply affect rebuild time of the production facilities and the city's marshalling yard, just as it has in the past. This reflects the city's role as a labor pool to repair and operate production centers. Damage to a particular type of production center will cause shortages of the product produced at that production center at all depots in the region. This in turn would restrict that product at bases fed by that depot, just as if the convoy had failed to arrive (but only for that specific product; other products would still be available). The percent damage done to the production center would dictate the reduction at the base. Resupply drops would still have the same effect as they do when  missed convoys cause the reduction (this represents a redistribution of supplies at the front, rather than an infustion of new supplies). Damage to the marshalling yard in the city (a separate target, but co-located with the capitol) would prevent trains from spawning. Likewise, hitting the train from the production center to the capitol would also cause shortages, but for shorter time than damage to the production center or the rail yard.

Again, the idea is to recreate more completely the myriad of ways to affect an enemy's ability to make war, at the tactical level (hitting the bases and convoys), the operational level (hitting the depots and trains), and the strategic level (cities and production centers). Because hitting an area target like a factory would now have a more immediate impact on the war effort, you'ld likely find more bombers plying the skyways with a system like this. It will also give Jabo's more jobs to do, jobs they traditionally performed. What do you think?
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[ 11-12-2001: Message edited by: Rojo ]