Again, some very interesting discussion is going on here! Almost like back in the day, which means PzC is still not dead yet.
sbpc1 wrote: ↑Sat Nov 19, 2022 2:07 pm
how about doing away with the attached transport way of doing things altogether?
fgiannet wrote: ↑Sat Nov 19, 2022 7:57 pm
Intenso82's use of such units in RAW was perfectly executed (not opinion by the way.....an objective fact ).
Maths wrote: ↑Sat Nov 19, 2022 8:20 pm
That is the best solution I think and that's indeed what I tend to do when I make my own modifications but I also like to stick to the design when I play something made by someone else. And reacting to what @fgiannet said about the AI, this solution is also more AI friendly as it will stop sending forward loaded units first which you can destroy very easily although this doesn't happen much in BE.
In fact some time ago I was indeed thinking to introduce Intenso82's combined motorized infantry concept from RAW to this mod. I even discussed the possibility with him in a few messages. I agree that this worked nicely in the RAW mod: when I played it I was also surprised by the swift movement of the German motorized infantry units which could support the tanks directly. And as such I felt the pain of the early war Allied commander who had to endure the same. But this change would not be without problems:
1. In the RAW mod only the AI controlled Germans have this kind of unit, the human controlled Soviet side has the "traditional" infantry with attached truck transport. Although I generally liked the idea, somehow I felt it a bit unfair as only the AI controlled enemy had such units. Nevertheless, it works well in that mod, because it helps the dumb AI to attack more effectively as there are no infantry units rushing forward in vulnerable trucks. But that mod is currently only designed to be played from the Soviet side, in contrast with the BE mod which has a multiplayer version and as such the two sides should be well balanced with the same assets available for both players. And thus both the Axis and the Allied player should have the same combined motorized infantry to make it fair. And even if there wasn't multiplayer, I think both sides should have the same gameplay mechanics to avoid players feel they are being cheated and that the AI is being given "unfair" advantages.
2. Basically all the US and the British infantry was motorized in WW2. So most, if not all their infantry units should be similar "combined" infantry with high movement. While the Soviets and espcecially the Germans should have less such units. That would change quite a lot of things in the mod as it was balanced and tested with the current "traditional" system. It would most likely make the Allied side stronger and the Axis weaker. This would mainly be a big problem in the multiplayer version as its rebalancing and moreso its re-testing would require a long time, quite possibly years. It is a question whether if it would worth it or not.
3. It would be hard to make a difference between the truck and armored halftruck equipped German motorized infantry in this system. So perhaps there should be only one generic German motorized infantry. But than the difference between the tactical use of truck and armoured half-track mounted infantry could not be simulated which would remove some of the complexity and fun from the mod. And then the same problem would affect the similar Allied units. As for example the Americans had significant amounts of half-tracks but they also used lots of trucks.
4. If motorized infantry units are to be turned to such "combined" units, then what about the motorized artillery? If trucks do not really make sense at this level, I suppose these should be turned to similar "combined" towed artillery units with truks/tractors included and thus high with movment as well. But then what would be the difference between such units and the existing self-propelled artillery units? Why would anyone prefer the latter over the former when they have essentially the same tactical usefulness? And of course the same goes to towed AA and anti-tank units with motorized transport. Moreso that these were basically all motorized in most armies. How would they differ from the current self-propelled AA and anti-tank units when they would also be able to move long distances and fire in the same turn? And then again, if motorized infantry units are turned to such "combined" units, but motorized artillery units are not, how to explain it to the player? Besides being somewhat inconsistent, the problem of the AI rushing forward with its artillery towed by truck transports would still exist so it would only solve part of the issue.
5. And also I have to agree with fgiannet:
fgiannet wrote: ↑Sat Nov 19, 2022 7:57 pm
Doing away with trucks is a very interesting concept.... A strategy game should involve decision making (do I put the unit on trucks for increased speed while risking increased vulnerability). Evaluating different courses of action is what makes them fun (risk vs reward, etc.). Less decisions = less fun.
I think these decisions make the vanilla game great. Reducing the number of decisions and simplifying it would make it less fun. Obviously there is a lot of abstraction in the mod and it is by no means a 100% depiction of WW2 warfare at this strategic level, but it is not intended to be as such. For that there are other games like Gary Grigsby's and the like. But in my subjective opinion those are less fun as the games of the good old PG franchise. And also the "motto" from the first page of this thread is "A strategic mod on tactical level (or a tactical mod on strategic level, lol)" meaning that it is a mixture of a large scale hard-core strategic game and a beer and pretzels tactical game. Which should not be taken too seriously, but still...
And also for this:
But.......you would not see trucks at this high a level of strategy anyway (or in any other game close to this level such as Gary Grigsby WitE, etc.). McGuba has vastly elevated the level/scope of this game. I seems to make sense.
For sure, but in that case in the end there should only be two types of ground units in the mod at this scale: a generic infantry and a generic tank unit, and that's it. Would that be fun? I don't think so. And again, for that purpose there are other more refined games with the necessary additional features like research, morale and diplomacy e.g. the Strategic Command series. Those do a great job on their own, but do not really have the same tactical aspect as the games of the PG franchise.
So in the end, while I think there is indeed a potential and a rationale in this idea it may create more problems than solutions. However,
Maths wrote: ↑Sat Nov 19, 2022 1:25 pm
I do agree on the fact that truck-mounted infantry rarely fought mounted but in the game loaded units don't fire back when attacked and you can be happy with "only" a 6-strength loss... I think that trucks in the game are efficient in simulating the enhanced rear-area movement of appropriate units but AFAIK trucks did bolster a unit's reactivity, tactical movement ability and thus overall performance.
...
although I would still advocate a slight increase of their ground defense if these units were to go on the frontline loaded on trucks.
This looks like a plausible solution and may worth a try. It would be less of a change than the "combined" motorized infantry concept and as such would create less rebalancing and testing issues while avoiding most of the potential problems I listed above and keeping an existing fun/complexity aspect of the game.
So yes, I think it would be possible to increase the ground and air defense of all the truck (and other weak land) transports in the mod from the current GD 1-2 and AD 3-6 to something like GD 4 and AD 8-10. This would give them about the same defense as the current (mounted) cavalry units which are still quite vulnerable to attacks, but not as much as the current paper thin trucks.
This solution has the advantage of being easy to make, and it would also reduce the negative effect of the silly AI always moving these into the first line.
Another option would be to be a bit more bold and give them like GD 6 (or even 7-8?) to make them even more resistant to enemy ground attacks while leaving them still quite vulnerable to air attacks. This would of course further enhance the above effect. This would simulate that a vulnerable truck convoy is being attacked, it suffers some (potentially still heavy) losses but then try to turn back or disperse to reduce the losses and not just continue to move forward to get totally massacred like some silly lemmings, as is the case currently.
And in the end if this is still not enough, the "combined" motorized infantry concept is still waiting, but then most of the problems I listed above should be addressed somehow.
fgiannet wrote: ↑Sat Nov 19, 2022 7:57 pm
How do I send a save game file? I can not find a place for attachments in PM.
I send you a PM with an e-mail.
Intenso82 wrote: ↑Sat Nov 19, 2022 6:05 pm
Turn 18 passed.
Looks more complicated than previous versions.
It is indeed. There are more choices, more options, more scripts than before. Which is good and bad at the same time.
Intenso82 wrote: ↑Sat Nov 19, 2022 6:05 pm
After the 16th turn, for some reason the prestige per turn dropped to 40 and not about 240-280 as it was before, heh ..
That's strange. Isn't it because you upgraded some German strategic bomber units to fighters in the early turns? It costs 200 prestige per turn for each unit but it only happens when the new fighter unit appears, 11-12 turns after the bomber unit disappeared. By which time players tend to forget about that early message box which explains that.
Battleships against ground units are still very effective. Perhaps too much.
Perhaps their ground attack should be further reduced. But there is not much room left for that.
But I couldn't find any tangible visual differences between Light Infantry and Sec. Infantry.
Yes, I plan to modify the Security infantry a bit to make it more different.
But it remains possible to buy vehicles for ordinary infantry.
It turns out mobile infantry with vehicles and ordinary infantry with vehicles ...
Sure, one can always simply put infantry on trucks to give them more mobility. But the German Schützen/Panzergrenadier regiments were a bit more than that, they had special training for cooperating with tanks, while regular infantry had not. Thus they have a bit better stats and they are also more cost effective to buy than regular infanty + trucks. However, buying Panzergrendiers without truck or halftrack is not cost effective at all.