Supply Model
Posted: Wed Mar 02, 2011 2:33 am
So apparently:
In my opinion, this type of game play mechanic is too old and should be updated. There should definitely be a penalty for trying to resupply or reinforce near enemy units, and (once again) I think Panzer General 2's update to this mechanic is far superior.
If you hit reinforce anywhere, or supply anywhere, granted there are no adjacent enemy units, you gain 100% fuel and ammunition.
The only exception to this was desert/sand terrain, which I believe is pretty important to maintaining the essence of how warfare was like in theaters such as North Africa.
Not receiving full supply when hitting the supply button causes a host of game play issues.
1. Discourages defenses positions that are not located on city hexes. I remember there was some discussion around here of trying to move combat away from overcrowded victory hexes, those same lessons apply here.
Offense, if they want to supply fully have the following options:
Move to a city, then resupply. Takes two turns.
Resupply, then resupply again. Also takes two turns.
Defense, however, does not have the first option. If they take the luxury to abandon their entrenchment to move to a city, it raises the question, why was that city empty in the first place? Shouldn't there already be someone there slowly entrenching? So what, you move him out and ruin his entrenchment too? No, as a defensive unit, you will have to take the second option, just resupply twice. Problem is you aren't going to have that luxury either. Odds are your defensive unit, if in need of supply, has at least one hostile adjacent unit. Further penalize your supply by that factor. The model is overly punishing for defensive units.
2. Artificially slows down game play.
You guys obviously want to modernize the game and speed up game play, for example unlinking fire and move was a great step towards that end. This encouraged faster and much more flexible game play over the original Panzer General mechanic of binary unit actions, all used or all ready. The idea of needing 2 turns, 3 for units with odd numbered ammunition totals, takes away from the speed of game play.
3. Counter-intuitive.
It's not a 'supply' button, it's a 'half supply round down' button. This bugged me a lot during replays of the beta campaign. I'd have a infantry units make a few attacks. Their ammo and strength both depleted. It only took a single turn to raise them from 3 to 10 again, but then I found they run out of ammo again after only two more turns. So my original 10/10 with 5 ammo took 4 or 5 turns to become 3/10 and 0 ammo (1 or 0 defensive actions), but now that same unit becomes 8/10 with 0 ammo in 1 or 2 turns (1 or 0 defensive actions). The two strengths are clearly linked. You wouldn't want to attack with a 1 strength unit with 20 ammo, or attack with a 12 strength unit with 1 ammo, as a general rule with rare exceptions. So you have a reinforcement button that brings a unit to full strength, but you do not have a button that brings a unit to fully supply.
The supply button only becomes a full supply button when you get the other half from being in a city. How often is that a luxury? I pointed out how defense simply doesn't have that luxury of choosing where to resupply, but offense has the similar problem.
Normally, when trying to advance quickly, I use wounded 'mop up' units to capture vacant city tiles. Why? Because I use the movement of full strength units to continue advancing to their full potential, not stopping short in an arbitrary hex the game tells me is important. In this supply model, it makes a little bit of sense, because if you use your wounded unit to capture the city, they then become ready to be fully supplied and reinforced.
It sounds good, but unfortunately that's not the reality. The reality is that unit strength not ammo reserves dictate what available unit is used to capture city hexes. As long as you put 1 strength in an empty city, you get it, that's what it boils down to. Often enough, my weak strength units do not really need ammo. The pioneer who just fought a battle that resulted in 6/7 casualties on both sides, but only used 1 ammo to achieve that result is an example of this. Infantry like this are perfect for using their turn to occupy vacant city hexes. Another problem is artillery units. Unless I'm mistaken, you went back to the original PG model of Artillery not being able to capture city hexes. Well... of all the units in your arsenal, who is likely to use the most ammunition, but take the least amount of damage in return? The one guy who you can't use to capture a city, and thus benefit from getting full instead of half supply in a single turn. So you use an infantry to take the city, then next turn you put your artillery unit there and supply it and spend two turns. Or just half supply the artillery unit twice. Feels like an artificial way to slow down the game play.
At the very least, if you intend to use this supply model, make it painfully obvious for people, because it is by no means intuitive. The best example of this is: You hit the reinforcement button, you get full reinforcements. You hit the supply button, nope sorry you don't get fully supply.
Ways to make it painfully obvious:
1. Library should cite where units receive full or reduced supply.
2. Mouse over on supply button should be similar to reinforcement. X -> Y where X is current ammo and Y is ammo amount if you hit supply button. Additionally, there should be a display of Z, where Z is the current unit's total ammo capacity, to allow people quick and easy reference in making their decision.
a. "If my unit gains 4 ammo, but has a max of ten, I gain enough ammo for four turns when I spend one turn." Might be worth doing.
b. "If my unit gains 1 ammo, but has a max of twenty." Definitely not worth doing.
c. "If my unit gains 2 ammo, but has a max of three." Possibly worth doing.
3. Floating text.

If you click the supply button, the text appears on top of the unit, floats up, and disappears.
By the way, combat could probably use floating text like this, in addition to graphics/animation. All you have right now are the sound cues, but the sound cues are not linked to who is getting shot/doing the shooting, they just play.
This is something I remember from original Panzer General, but honestly it's something I loathed. Especially on units with low ammo totals, such as a KV-2 with 3 shots.Rudankort wrote:Regarding this one, I checked the code, and the question is not if replacements should give you proper supply, but if supply itself is adequate? As it stands now, ground units only get half supply when you hit Supply button, unless they are positioned in a city. So, getting the same amount with replacements looks like a perfectly logical thing.
In my opinion, this type of game play mechanic is too old and should be updated. There should definitely be a penalty for trying to resupply or reinforce near enemy units, and (once again) I think Panzer General 2's update to this mechanic is far superior.
If you hit reinforce anywhere, or supply anywhere, granted there are no adjacent enemy units, you gain 100% fuel and ammunition.
The only exception to this was desert/sand terrain, which I believe is pretty important to maintaining the essence of how warfare was like in theaters such as North Africa.
Not receiving full supply when hitting the supply button causes a host of game play issues.
1. Discourages defenses positions that are not located on city hexes. I remember there was some discussion around here of trying to move combat away from overcrowded victory hexes, those same lessons apply here.
Offense, if they want to supply fully have the following options:
Move to a city, then resupply. Takes two turns.
Resupply, then resupply again. Also takes two turns.
Defense, however, does not have the first option. If they take the luxury to abandon their entrenchment to move to a city, it raises the question, why was that city empty in the first place? Shouldn't there already be someone there slowly entrenching? So what, you move him out and ruin his entrenchment too? No, as a defensive unit, you will have to take the second option, just resupply twice. Problem is you aren't going to have that luxury either. Odds are your defensive unit, if in need of supply, has at least one hostile adjacent unit. Further penalize your supply by that factor. The model is overly punishing for defensive units.
2. Artificially slows down game play.
You guys obviously want to modernize the game and speed up game play, for example unlinking fire and move was a great step towards that end. This encouraged faster and much more flexible game play over the original Panzer General mechanic of binary unit actions, all used or all ready. The idea of needing 2 turns, 3 for units with odd numbered ammunition totals, takes away from the speed of game play.
3. Counter-intuitive.
It's not a 'supply' button, it's a 'half supply round down' button. This bugged me a lot during replays of the beta campaign. I'd have a infantry units make a few attacks. Their ammo and strength both depleted. It only took a single turn to raise them from 3 to 10 again, but then I found they run out of ammo again after only two more turns. So my original 10/10 with 5 ammo took 4 or 5 turns to become 3/10 and 0 ammo (1 or 0 defensive actions), but now that same unit becomes 8/10 with 0 ammo in 1 or 2 turns (1 or 0 defensive actions). The two strengths are clearly linked. You wouldn't want to attack with a 1 strength unit with 20 ammo, or attack with a 12 strength unit with 1 ammo, as a general rule with rare exceptions. So you have a reinforcement button that brings a unit to full strength, but you do not have a button that brings a unit to fully supply.
The supply button only becomes a full supply button when you get the other half from being in a city. How often is that a luxury? I pointed out how defense simply doesn't have that luxury of choosing where to resupply, but offense has the similar problem.
Normally, when trying to advance quickly, I use wounded 'mop up' units to capture vacant city tiles. Why? Because I use the movement of full strength units to continue advancing to their full potential, not stopping short in an arbitrary hex the game tells me is important. In this supply model, it makes a little bit of sense, because if you use your wounded unit to capture the city, they then become ready to be fully supplied and reinforced.
It sounds good, but unfortunately that's not the reality. The reality is that unit strength not ammo reserves dictate what available unit is used to capture city hexes. As long as you put 1 strength in an empty city, you get it, that's what it boils down to. Often enough, my weak strength units do not really need ammo. The pioneer who just fought a battle that resulted in 6/7 casualties on both sides, but only used 1 ammo to achieve that result is an example of this. Infantry like this are perfect for using their turn to occupy vacant city hexes. Another problem is artillery units. Unless I'm mistaken, you went back to the original PG model of Artillery not being able to capture city hexes. Well... of all the units in your arsenal, who is likely to use the most ammunition, but take the least amount of damage in return? The one guy who you can't use to capture a city, and thus benefit from getting full instead of half supply in a single turn. So you use an infantry to take the city, then next turn you put your artillery unit there and supply it and spend two turns. Or just half supply the artillery unit twice. Feels like an artificial way to slow down the game play.
At the very least, if you intend to use this supply model, make it painfully obvious for people, because it is by no means intuitive. The best example of this is: You hit the reinforcement button, you get full reinforcements. You hit the supply button, nope sorry you don't get fully supply.
Ways to make it painfully obvious:
1. Library should cite where units receive full or reduced supply.
2. Mouse over on supply button should be similar to reinforcement. X -> Y where X is current ammo and Y is ammo amount if you hit supply button. Additionally, there should be a display of Z, where Z is the current unit's total ammo capacity, to allow people quick and easy reference in making their decision.
a. "If my unit gains 4 ammo, but has a max of ten, I gain enough ammo for four turns when I spend one turn." Might be worth doing.
b. "If my unit gains 1 ammo, but has a max of twenty." Definitely not worth doing.
c. "If my unit gains 2 ammo, but has a max of three." Possibly worth doing.
3. Floating text.

If you click the supply button, the text appears on top of the unit, floats up, and disappears.
By the way, combat could probably use floating text like this, in addition to graphics/animation. All you have right now are the sound cues, but the sound cues are not linked to who is getting shot/doing the shooting, they just play.