Supply system ideas

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naturesheva
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 273
Joined: Mon Aug 01, 2011 11:18 pm

Supply system ideas

Post by naturesheva »

Firstly, thanks for vassilpeev's post about supply system in PzC 2http://www.slitherine.com/forum/viewtop ... 64&t=77041.
I want to suggest to the devs my preferred system. It is still rough, but I think there're a lot of potentials.
Refer to the image below:
Image
Logistic system
*All track, road and city will generate 3 logistic points.
*logistic points descend 1 by each hex.
*special/hard terrain (forest, hill, mountain, river...) will lost 1 logistic.

Supply system
*Some track/ road will have supply station from the edge of the map.
*Each track supply station will provide 10 supply points(green numbers in the image), each road supply station will provide 5 supply points.
*Some city will generate supply points as well.

Logistic zone
*In a map, normally player will have a continuous logistic zone. However, some times players may have several independent logistic zones.
*Each logistic zone will calculated independently for supply points, as a total number of all supply station and cities in that zone.

Supply consumption and penalties
*Different units will require different supply points(blue numbers in the image), normal infantry may only require 1 point, heavy tank unit will require 3 points.
*If the hex where unit locates has no logistic points, unit cannot be supplied at all (Russian infantry in the image).
*If logistic points is lower than supply requirements, unit can only be partially supplied (Russian 76.2mm gun & JS1 in the image).
*If total logistic consumption in a logistic zone is higher than total supply points of that zone, performance penalties will apply.

Food supply
*As default, all units have 3 food points.
*If units stay in the hex will any logistic points, they will not consume food points.
*If there are no logistic points, units will start to consume 1 food points per turn.
*If units run out of food, they will suffer performance penalties.
*When units run low food points come back to logistic chain, +1 food points per turn.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
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Re: Supply system ideas

Post by Yrfin »

naturesheva wrote: Food supply
*As default, all units have 3 food points.
*If units stay in the hex will any logistic points, they will not consume food points.
*If there are no logistic points, units will start to consume 1 food points per turn.
*If units run out of food, they will suffer performance penalties.
*When units run low food points come back to logistic chain, +1 food points per turn.
Sound good for my war cat.
What will be next ? PanzerSims ?
When im died - I must be a killed.
13obo
Captain - Heavy Cruiser
Captain - Heavy Cruiser
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Joined: Fri Aug 12, 2016 11:01 am

Re: Supply system ideas

Post by 13obo »

If there's a supply system in place, it should be kept simple.

"Supply" should be only one resource- having separate food, ammo, fuel etc. only makes things complicated without necessarily adding additional dynamic.

In addition, the rules for losing/gaining supply should be simple and easy to understand similar to Unity of Command, for example.

I don't mind having a supply system as it adds realism and depth. One can only penetrate so deep into enemy lines (the Germans did it in French Ardenes but for a few days, which would be difficult to simulate in PzC2 unless time is standardized with turn count).
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