Author Topic: Why don't field supplies do anything?  (Read 877 times)

Offline Urchin

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Why don't field supplies do anything?
« Reply #30 on: October 25, 2007, 11:57:50 AM »
The only things that affect a players game play are fuel, ammo, radar, and troops.  

Just having a counter to when they will be available again would be good enough I think.

Offline Murdr

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Why don't field supplies do anything?
« Reply #31 on: October 25, 2007, 11:58:54 AM »
By the way, consider me against having this info directly available to all friendly players via the clipboard, but I like the idea of making the info available as game feedback to the player who sucessfully resupplied objects as a reward/incentive.

Offline texasmom

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Why don't field supplies do anything?
« Reply #32 on: October 25, 2007, 12:13:58 PM »
Quote
Originally posted by Murdr
So you want to ignore Fuel (which has incremental effects, not just up/down), field ack (each has its own downtime and has incrementatl effects on field defense), town objects, hq objects, AAA fact objects, Radar factory objects, ammo factory objects, fuel refinery objects, training facility objects, and city building objects?  All of these things can be resupplied.


Yeah, I guess I'd have to check out that Strat Guide posted earlier.
I was basing the 'up or down' status from the clipboard guide which shows ords, troops, and supplies as either enabled or disabled ~ disregarding all else.
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