xwormwood Posted December 11, 2008 Share Posted December 11, 2008 Hi. I stumbled into a trap In the Plan Z scenario when i moved my Pearl Harbor plane one island north. Here it ended with supply:0 and 0 chance of return. I can't even disband this unit. I do of course understand the concept of supply or supplylines, but still: i think this should be solved somehow. First idea: a warning, that the selected tile has no supply ("do you really want to lose this unit permanently?"). Second idea: invent an option to supply a stranded unit (pay for it, send some ships, use bombers) Third idea: alllow disbanding Forth idea: change map, so that no unit may be placed here Any ideas what i could do to get the planes back to Pearl Harbor? :confused: Link to comment Share on other sites More sharing options...
Bill101 Posted December 11, 2008 Share Posted December 11, 2008 Ah, sorry Xwormwood, I think changing the map is our only option here. I will get it changed. Link to comment Share on other sites More sharing options...
xwormwood Posted December 11, 2008 Author Share Posted December 11, 2008 Thank you, Bill101. Maybe bombers should get the option "supply", using one or better all of their strike points to grant one unit in range a temporary "5" supply? If this supplied unit would move right after the supply run of the bomber it could be enabled to move again (or to do whatever a supply strength of "5" enables to). Maybe in a patch one day in the far far future? Link to comment Share on other sites More sharing options...
xwormwood Posted December 11, 2008 Author Share Posted December 11, 2008 Oh, nearly forgot this: What a great scenario, how many surprises, what a good feeling playing this game: splendid work, Bill101 & Hubert! Link to comment Share on other sites More sharing options...
LampCord Posted December 11, 2008 Share Posted December 11, 2008 I ran into this same problem last night. I figured it was some sort of map glitch. Link to comment Share on other sites More sharing options...
Stitch Posted December 12, 2008 Share Posted December 12, 2008 Yep, if any air units land on a 1 tile island surrounded by water..it's over. I did the exact same thing as the OP, trying to scout out by air JPN fleet movements at the first turn. Is there a way that air units could exert their scouting abilities by skipping their turn (patrolling) than having to relocate to another tile? Link to comment Share on other sites More sharing options...
AZGungHo Posted December 12, 2008 Share Posted December 12, 2008 I did the samething on a different island - same result tho. Too bad you are allowed to even land on them - but live and learn I guess! Link to comment Share on other sites More sharing options...
SeaMonkey Posted December 12, 2008 Share Posted December 12, 2008 This is a perfect opportunity to employ the engineer unit for building an airbase infrastructure, like I suggested before. Allow the SeaBees(SC Egr unit) the same capability as the special forces amphibious feature, but with the addition that it can now build an airbase much like it does a fortification. Of course the fortification then has an inherent 5 supply/50% efficiency rating to simulate the required base logistics foundation to support combat units. What could be more historical? Link to comment Share on other sites More sharing options...
AZGungHo Posted December 12, 2008 Share Posted December 12, 2008 I think SeaMonkey is right on here. That was much of what the SeaBees did in the Pacific Theater build and maintain those vital airfields. Is this possible? Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 12, 2008 Share Posted December 12, 2008 Good ideas guys and while this would be perfect for Multiplayer the challenge is always making sure the AI is up to par... we'll see! Link to comment Share on other sites More sharing options...
Kellysheroes Posted December 14, 2008 Share Posted December 14, 2008 This is a perfect opportunity to employ the engineer unit for building an airbase infrastructure, like I suggested before. Allow the SeaBees(SC Egr unit) the same capability as the special forces amphibious feature, but with the addition that it can now build an airbase much like it does a fortification. Of course the fortification then has an inherent 5 supply/50% efficiency rating to simulate the required base logistics foundation to support combat units. What could be more historical? The fact that players would build airbases all over the map is what wouldn't be historical. Now if there were an extended delay before the airbases were built AND they could be DESTOYED or put in unusable conditions I'd be for that. But, this is an operational strategic game not Civilization IV or Tropico. Link to comment Share on other sites More sharing options...
SeaMonkey Posted December 14, 2008 Share Posted December 14, 2008 Obviously KH, you are new to the SC series, that's a good thing, we always need additional perspectives. See you can have an airbase anywhere on the map, note this problem here with the location. What you can't have is supply everywhere and obviously that drives the war train. Fortifications do take time to build by an engineer and they are destroyed when attacked and the friendly occupying unit vacates. My original suggestion was, because the amount of time to build a fortification is directly related to the number of sides the players wish to fortify, to allow an inherent supply efficiency also tied to the number of sides the fortification has. Example, you build one side, you get 10% / 1 supply, two sides = 20%, etc. You could expand on this idea by additionally allowing a complex fortification, ie. max build, to become to some degree a staging port to help with naval refueling and limited repairs. Carrying on further by stationing an HQ in the fortification, taking into account a multi-tile island, you can bring about additional efficiency to your combat units. All these ideas have but one goal in mind, probably very similar to yours, allowing the flexibility of committing forces to a previously desolate area as was a common practice in the Pacific and hence the problem refered to in this thread is cured. Link to comment Share on other sites More sharing options...
xwormwood Posted December 22, 2008 Author Share Posted December 22, 2008 After playing 2 games i think that there could be a very elegant solution: if destroyers would recieve a "+1 supply" zone of control, than everything would be just fine. If a player gets stuck in a 0 supply tile he could start his personal Tokyo express. Think about it. Destroyers did play such a role in WW2, providing minimal supply to any needy friendly unit they could reach. This enhancement could give some more history flavor to the game, solve the problem with islands without any supply and make destroyers even more useful. Link to comment Share on other sites More sharing options...
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