gravyface1 Posted February 10, 2007 Share Posted February 10, 2007 I've come to the conclusion that troop transfers are too powerful. Having the ability to send a unit halfway across the globe in one turn puts modern transportation systems to shame. The railnet in Russia was incompatible with German locomotives and the Russian locomotives were either evacuated to the Urals or destroyed by the Germans during the first year of Barbarossa. In France, after the invasion, the allies had to spend huge amounts of engineering resources to rebuild the transportation network they devastated during the pre-invasion bombing campaign. Is there any way to decrease the transport range per turn? I could increase the cost to transport units so they'd be almost out of reach and this might even prevent the AI from wasting resources moving an army to one city in exchange for another army. I might even eliminate transfers altogether (make the cost 9999 if I can) and rely on units mobility and sea transports to accomplish this. Any thoughts on this? Link to comment Share on other sites More sharing options...
n0kn0k Posted February 10, 2007 Share Posted February 10, 2007 Operating Railheads can be turned on. It will limit you to Operating from cities only. Already enough punishment regarding gameplay. Link to comment Share on other sites More sharing options...
gravyface1 Posted February 10, 2007 Author Share Posted February 10, 2007 I must have that on already -- I can transport to any city as long as the supply is 5 I think. It's still too quick and/or cheap to do so. Think about how many resources would have to be diverted to moving an army of 100,000 men across the Continent? Link to comment Share on other sites More sharing options...
n0kn0k Posted February 10, 2007 Share Posted February 10, 2007 It will limit you to Operating from cities only. Edit: also consider that a turn is like 2 or 4 weeks? Dunno for sure about the exact number. So with raidheads on it will take you 2 or 3 turns, depending on how far you are from a city Link to comment Share on other sites More sharing options...
gravyface1 Posted February 10, 2007 Author Share Posted February 10, 2007 Well, I'm going to play with it and see where it leads me. I believe it will force you to think more about troop disposition instead of relying on a fat bank account and a Star Trek transporter to save your butt. Link to comment Share on other sites More sharing options...
BioWizard Posted February 10, 2007 Share Posted February 10, 2007 You should keep in mind that morale drops a lot after operating a unit! I guess it is for symbolizing units reorganization and restructuring. It is not simply teleportation then... Link to comment Share on other sites More sharing options...
Blashy Posted February 11, 2007 Share Posted February 11, 2007 Winter is 1 month turn, 2 week turns for spring/fall and 1 week turns for summer. That is good enough for me and the morale drop. Link to comment Share on other sites More sharing options...
Iron Ranger Posted February 11, 2007 Share Posted February 11, 2007 Where is the Railhead option? I cant seam to find it. Link to comment Share on other sites More sharing options...
Blashy Posted February 11, 2007 Share Posted February 11, 2007 via the editor. It benefits the Allies and in someway simulates some logistics issues the Germans had with Russian rail systems. But it is kinda weird being able to use the train from only 4 locations in all of France (only 4 cities). Just an example. Link to comment Share on other sites More sharing options...
gravyface1 Posted February 11, 2007 Author Share Posted February 11, 2007 Yes, that does seem a little strange but you can turn it off. I don't have a problem with the amount of railheads generally-speaking, but I do think that the transporting of units should take several turns and be physically represented by the transport range. i.e. if you wanted to move a unit from Paris to Stalingrad, you'd have to spend one turn "preparing" (like the paras) to transport and the next turn transporting, perhaps even to a limited range, like Warsaw or Minsk. I just think that moving 30,000 troops halfway across the globe instantaneously has a negative effect on gameplay -- it's too easy to say "oh no! Allies have invaded France! I better teleport three armies to my major cities now" and have your forces fully-prepared, yet slightly low on morale, in a single turn. Link to comment Share on other sites More sharing options...
n0kn0k Posted February 11, 2007 Share Posted February 11, 2007 You can also turn operating off in the same way as you turn railheads on Link to comment Share on other sites More sharing options...
Liam Posted February 13, 2007 Share Posted February 13, 2007 Operational movement isn't accurate but it's really hard to tactically improve upon it. The game level just doesn't support Rails properly nor does it support the many cities and limited transport areas represented in game... For instance, I highly doubt some of the Regions would support 200,000 to 1 million soldiers... Mountains would've killed off half of them due to attrittion regardless of Rail Supply in certian regions, especially during Winter. None of this is properly represented.. It is likely as many men would've died in the way we arrange our troops due to exposure as in combat!!! Even through much of Europe was urban and developed much of what is fought over isn't! Especially in Scandanavia and Russia. I suggest that Opertional movement be a ton more expensive for regions outside of a Mother Country or it's Zones... Break it down that way, 200,000 from Berlin to Paris is pretty easy. Though from the Urals to Portugal in a few weeks, hmmmmm. Maybe half the men would have arrived and 1/5th their equipment. Perhaps charging extra for distance would solve this and extra for the outside of Control Zone or Major Transport Zone! HEY and what about SEAPOWER? How could Russia Transport 2 million men to London in 5 weeks? I'd honestly like ot know Link to comment Share on other sites More sharing options...
Desert Dave Posted February 13, 2007 Share Posted February 13, 2007 As originally posted by Liam: Operational movement isn't accurate but it's really hard to tactically improve upon it. The game level just doesn't support Rails properly nor does it support the many cities and limited transport areas represented in game... Well, RAILS sure enough... could. Make Op Moves more realistic, IMO. You have a basic rail network, And Op Moves/Strategic Moves Would have to "follow the blazed trail" Of... the rail road. Supply too. IOW, say, you could Operate a unit From Berlin to Konigsberg, Transport it to Helsinki, And then, likely, depending on how you ADD rail roads to your own mod/game, Force march the unit to Mekilli Lakes area Where Russian Karelian Front Is causing incessant consternation. That kind of thing. BTW, Liam, your idea of Zones Is a pretty good one. Especially "over the seas" movement. And, would work, especially WRT to sending Air Fleets - all over the place and gone. I would prefer it where you have to TRANSPORT Air units across the 7 Seas. Or, alternately, they could move Up to TWICE normal strike range As part of "re-basing," And, assuming a chain of friendly tiles, Eventually get where they want to be. **Various penalties and/or bonuses For Op/Strat moves have been discussed Since the very beginning. Who knows? Maybe some thing new! And daring and different might appear Down the John Henry rail road? :cool: Link to comment Share on other sites More sharing options...
Colin I Posted February 13, 2007 Share Posted February 13, 2007 Dave/others: For land units why not give them simply a fixed (better than normal) move (Action Points) for OP move, increased for each level of infrastructure and if they start in or adjacent to a supply source (railhead effect) and/or finish in this environment. They cannot use it to enter enemy held territory and it won't work if enemy unit is adjacent (don't like tactical use of OP move). This is basically a solution similar to that used in classical wargaming for non-combat/strategic movement - can't see why it won't work here too. It uses the normal game mechanics (normal movement rules with an effect like air units for not entering enemy territory), doesn't it so should program OK. Link to comment Share on other sites More sharing options...
Desert Dave Posted February 13, 2007 Share Posted February 13, 2007 Originally posted by Colin I: Dave/others: For land units why not give them simply a fixed (better than normal) move (Action Points) for OP move, increased for each level of infrastructure and if they start in or adjacent to a supply source (railhead effect) and/or finish in this environment. They cannot use it to enter enemy held territory and it won't work if enemy unit is adjacent (don't like tactical use of OP move). This is basically a solution similar to that used in classical wargaming for non-combat/strategic movement - can't see why it won't work here too. It uses the normal game mechanics (normal movement rules with an effect like air units for not entering enemy territory), doesn't it so should program OK. Excellent propostion Colin I, And I really like having "infrastructure" Play a part in movement cost. We need to make that research area More valuable, in terms of "Bang for the buck." I wouldn't mind also seeing Engineers able to build & repair Rail roads, So that Strat bombers would have Another target. [... and BTW, and as corollary, I ardently AGREE with those who would like the "naval bombers," however configured, to be able to score hits on any convoy line] Small % chance to hit, of course, Yet, It would add great excitement (... trying to knock out the rail from Paris to Brest in '44, for instance) And equally vital - variablity To this fast! evolving game. **Nobody ain't seen hardly NUTHIN' yet! ANYTHING that can enhance/increase The... "aesthetic gestalt," Is - Jake the Rake, with me. :cool: Link to comment Share on other sites More sharing options...
gravyface1 Posted February 13, 2007 Author Share Posted February 13, 2007 Colin's idea is a good one. The key here (and I'm sure Hubert et al agree) is to hide the complexity from the surface, whilst still providing enough detail and accuracy for challenging game experience. Some games like OAoW hide no complexity from the user: you have to micro-manage each minute aspect of the game, detracting from the playability (imho) and increasing the length of the turns exponentially. However, having incremental transfer/operating movement increases based on infrastructure level and geography/location -- in addition to supply rules -- would be a welcome addition. It wouldn't make a difference in the interface, but it would make troop deployment much more important. As for the winter attrition, is there a way to apply the same random "rough seas damage" to units during winter? I have not touched the event scripting and am not sure if it allows unit substitution (land units instead of naval, for instance). Link to comment Share on other sites More sharing options...
SeaMonkey Posted February 13, 2007 Share Posted February 13, 2007 Changing the Ops move feature, other than playing with railheads, will drastically alter the game balance from the Axis perspective. If you want to go down this route, my best suggestion would be to limit the amount of units using op moves/turn from Russian terrain. This is enough to simulate the absence of infrastructure in USSR. The ability to interdict rail movement already exists in the bomber role of reducing cities to less than 50% efficiency, denying op moves to that location. Link to comment Share on other sites More sharing options...
Desert Dave Posted February 14, 2007 Share Posted February 14, 2007 As originally posted by SeaMonkey: The ability to interdict rail movement already exists in the bomber role of reducing cities to less than 50% efficiency, denying op moves to that location. True enough, insofar as it goes. This moment. Who knows what a modder might? Wish to incorporate In some other differenty scaled scenario, 1800 or so - forward, As with US Civil War. 1) One thing... I can easily foresee Rails going to places where there are NO City as hub/terminus, (IE... from a remote city and then trailing off into... dead-end) And you might want to cut that rail spur To prevent supply to remote units. Also, you have your VERY long line From, let's say - Warsaw to Minsk. Reducing either of those cities SHOULD? Prevent ANY rail/supply movement ALL ALONG that line? No whistle-stop Train Stations in any Small cities along the way, As one might imagine it to be? 2) Yer apparent preference is apt, IF you are using the "railheads" option. If NOT, then you would likely Wish to interdict the rail/supply network Somewhere along the line, eh? (... same way as you could interdict convoy lines with a revised naval dive/torpedo sort of bomber) In fact, were there to be some rail/roads, Then, Our old pal the under-utilized Engineer Would have - a new! task. Repairing the network at break-point. As is, we are apparently destroying Some part of the transport hub Located - somewhere In the generally ruined City? Are we sure we got that Round House? Kinda small in relation To the Big City and its vast environs. And yet, Assuming we did hit the tiny target, Not any way to fix it. Other than waiting for ONE improvement Each turn, Which may never happen Since the determined Bomber Could actually keep City @ zero - forever, Or the rest of the present game, Whichever comes first. That likelihood seems... improbable. IRL War, I mean. More realistic, As viable option, IMO, to have your on-map Rail lines, (... or air-vulnerable Convoy lines) Which could be destroyed At - ANY point, along the path, And, Here comes efficient Engineer! Who could repair - at reasonable cost, And, In ONLY one turn, That particular portion of the line Has been disrupted. Therefore, Rail/roads are indeed an OPtional Method to simulate... op-moves. If we had it, Modded in, or O/W, I would use it. INSTEAD of, Or, a'times - for variety, THE delightful spice of Life - in addition To... "rail-heads." :cool: ________________________ **IOW... suppose there is a LONG rail line From City to City - after all, not a LOT Of Cities on board, and then the unit could Op-move ONLY to - the point of disrupture, And no further... say, half-way from Paris To Brest, and not all the way Into, or next to Brest. _________________________ And, as possibility... allow your Engineer To BUILD new lines. For example, You have the '39 Scenario With rail/roads ONLY going From Capital to Capital. So. IF you want that line from Paris To Bordeaux, well, You have to instruct Engineer To construct. I wouldn't mind something such as this As well: IF the Engineer connects a rail line To a resource such as Oil or Mine/mineral, Or, to a new! Factory Complex sprite, THEN, The value of the resources increases By one. Building things. Making your OWN unique game board. Now that's the ticket! LOL! **Could even have it where old pal Engineer Could ALSO Construct: 1) Airports (... range and recon bonus) 2) Supply Depots (... for "offensives," Which, actually were VERY expensive to undertake... might curtail some of the helter-skelter ram-rod around, eh?) 3) Shipyards (... for repairs BEYOND just the one point per turn for smaller ports) 4) Sub Pens (... IRL, there was not ANY damage to ANY subs in ANY sub-pens) 5) ?????... no limit to the human ingenuity or imagination, eh? Now, Some Old Guard Grogs are gonna opine: "You want to have Civ 3 or 5 or 7? Go buy it and play it!" I say: WHEN you can be intimately involved In CREATING a VERY unique and personally Contrived Map/Environment, In a game, or, In your own life (... IE, that new! kitchen remodeling you finally! Finished at great effort? So neighbors actually CLAMOR to come to YOUR house for dinner? LOL!) Well, All to the better. IMHO. :cool: [ February 14, 2007, 04:36 AM: Message edited by: Desert Dave ] Link to comment Share on other sites More sharing options...
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