Combat structures: to supply or not?
http://www.slitherine.com/forum/viewtop ... 72&t=83069
The issue there in short: units without Supply cost and without noSupply trait are only affected by running out of supply (efficiency) if other units with supply demand are in the same territory. Otherwise, they will stay at 100% efficiency. Such structures’ efficiency will jump back to 100% if they loose connection to supply-requiring units.
Is it better giving structures the noSupply trait to avoid this issue, or semi-fix it by fuel values and/or the supplyResilient trait maybe?
Currently, only the Fortress has the noSupply trait.
I personally like it if combat structures run out of supply, but giving each structure a Supply cost could possibly ruin some maps if they drain too many points there. Therefore it’s either noSupply or supply-infested by other units.
What do you think?
I think noSupply is the best solution so far. It can happen very often that you don’t find a camouflaged mg_nest or purposely leave a concrete_bunker alone that is sooner or later cut off from the AI’s territory, hence they will sooner or later jump back to 100% efficiency anyway.
In my game, combat structures have autoEntrench, slowRepair, and supplyResilient. Bunker, Concrete_Bunker, Fortress (noSupply), and Coastal_Gun additionally have entrenchSupport, providing tools and men to assist nearby defenders. All but fortresses have additional fuel-1 to delay the supply drainage, but maybe I’m going to increase that or remove it entirely with noSupply.
I find it strange that vanilla structures start with autoEntrench but also have the noEntrench trait. Either both or none, I say.
I’ve also been playing since a long time with repairing structures. You have to give each one a proper cost value to make this reasonably functional. It’s only a single point per turn(day), so still somewhat plausible if you can repair defensive structures. The AI also repairs its structures what makes it a bit more durable sometimes.