Logistics - Ammo and fuel

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nexusno2000
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Logistics - Ammo and fuel

Post by nexusno2000 »

I really miss ammo and fuel (promethium).

For example: Things like heavy artillery in Panzer Corps gets less ammo, so has to restock more often.

It added another dimension to the gameplay.

In Amra your mechanized units need never take a break to fuel/rearm.
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Re: Logistics - Ammo and fuel

Post by Steakenglisch »

nexusno2000 wrote:I really miss ammo and fuel (promethium).

For example: Things like heavy artillery in Panzer Corps gets less ammo, so has to restock more often.

It added another dimension to the gameplay.

In Amra your mechanized units need never take a break to fuel/rearm.


I fully agree, it would be fine as an option, so all player can play with or without logistics :-)
nexusno2000
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Re: Logistics - Ammo and fuel

Post by nexusno2000 »

Steakenglisch wrote:
nexusno2000 wrote:I really miss ammo and fuel (promethium).

For example: Things like heavy artillery in Panzer Corps gets less ammo, so has to restock more often.

It added another dimension to the gameplay.

In Amra your mechanized units need never take a break to fuel/rearm.


I fully agree, it would be fine as an option, so all player can play with or without logistics :-)
Indeed. Amen. Seconded. Und so weiter.
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Kerensky
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Re: Logistics - Ammo and fuel

Post by Kerensky »

We actually deliberately trimmed theses features out to increase the pace of gameplay, and I have to say, it's actually kinda nice once you get used to it. Not having to worry about supply while fighting the green tide is one less thing to worry about in a game with quite a few things to manage. Besides, who ever heard of a Space Marine running out of ammunition!

All that aside, it might be a nice feature to give functionality back to, perhaps for the modding scene for example, but I can't make any promises. :)
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Re: Logistics - Ammo and fuel

Post by TheGrayMouser »

Kerensky wrote:We actually deliberately trimmed theses features out to increase the pace of gameplay, and I have to say, it's actually kinda nice once you get used to it. Not having to worry about supply while fighting the green tide is one less thing to worry about in a game with quite a few things to manage. Besides, who ever heard of a Space Marine running out of ammunition!

All that aside, it might be a nice feature to give functionality back to, perhaps for the modding scene for example, but I can't make any promises. :)
Please enable ammo again if it can be done!
It could mitigate issues in having all tank/titan army especially if they carried limited. ammo . More use for numerious infantry with higher ammo loads.
Hmm, I always assumed Space Marines would run out of ammo quickly, after all a bolter is a fully automatic weapon firing very large caliber shells :)
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Re: Logistics - Ammo and fuel

Post by Kerensky »

You'd think so, but man I watch those gameplay videos from other games... Space Marine ammo capacity seems to be sideways 8 more often than not! ;)
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Re: Logistics - Ammo and fuel

Post by Kerensky »

And yes that was a joke, I know it's 'infinite' not 'sideways 8'. :P
nexusno2000
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Re: Logistics - Ammo and fuel

Post by nexusno2000 »

Kerensky wrote:We actually deliberately trimmed theses features out to increase the pace of gameplay, and I have to say, it's actually kinda nice once you get used to it. Not having to worry about supply while fighting the green tide is one less thing to worry about in a game with quite a few things to manage. Besides, who ever heard of a Space Marine running out of ammunition!

All that aside, it might be a nice feature to give functionality back to, perhaps for the modding scene for example, but I can't make any promises. :)
Imperial propaganda is effective: no one has ever HEARD of a space marine running out of ammo :D

Arma is really a rather simple game in terms of tactics. A little logistics wouldn't hurt :)

From a gameplay perspective it could also make some unit types/weapons more attractive if they have more ammo.
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Re: Logistics - Ammo and fuel

Post by JimmyC »

I liked it in PzC, but that didn't have a morale system. I can't help but feel that with both morale and ammo, the game would become a lot slower and less enjoyable. So i'm fine with it as an option only, or for mods, etc.
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Re: Logistics - Ammo and fuel

Post by Kerensky »

JimmyC wrote:I liked it in PzC, but that didn't have a morale system. I can't help but feel that with both morale and ammo, the game would become a lot slower and less enjoyable. So i'm fine with it as an option only, or for mods, etc.
This was absolutely my conclusion as well. Having to juggle morale in its various levels, ammo, fuel, tides of greenskins, and mid scenario replacements... ended up being a bit too much! As you said though, a nice option if possible for maximum flexibility. :)
ratprince
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Re: Logistics - Ammo and fuel

Post by ratprince »

hmm..interesting but sad conclusions.

It really isnt a solid wargame, but rather mindless charging with the biggest most imprenetrable machines. Waited years for a game like this and was really hoping it would have a much more thorough tactical and ultimately strategic value.

Adding, or rather including, ammo, fuel, morale and replacements is not cumbersome at all. That is the charm and realism of Pk and it takes nothing away from the game. I think not having those in Arma is a fundamental flaw that will see it stumble.

Not whining or complaining, but rather truly disappointed. I love the 40k genre and was finally hoping for a turn based TRULY tactical wargame. In this iteration, Arma is just a simpleton point and click ipad game. Not a true pc wargame.

Maybe someday....
nexusno2000
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Re: Logistics - Ammo and fuel

Post by nexusno2000 »

mikemcmann wrote:hmm..interesting but sad conclusions.

It really isnt a solid wargame, but rather mindless charging with the biggest most imprenetrable machines. Waited years for a game like this and was really hoping it would have a much more thorough tactical and ultimately strategic value.

Adding, or rather including, ammo, fuel, morale and replacements is not cumbersome at all. That is the charm and realism of Pk and it takes nothing away from the game. I think not having those in Arma is a fundamental flaw that will see it stumble.

Not whining or complaining, but rather truly disappointed. I love the 40k genre and was finally hoping for a turn based TRULY tactical wargame. In this iteration, Arma is just a simpleton point and click ipad game. Not a true pc wargame.

Maybe someday....
My thoughts exactly.

Don't get me wrong, it's a fun game that I'll play for hours and hours, but it lacks many of the features I'm looking for.
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Re: Logistics - Ammo and fuel

Post by Horst »

There are ammo values found in the weapons.whdat file, so that is maybe implemented but currently not used. I don't see why such can't be made optional like in the PG games since decades. It would make it possible to change/add one-shot weapons like Deathstrike and Hunter-killer missiles which need an R&R command (or sitting idle for a turn) to become available again.
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Re: Logistics - Ammo and fuel

Post by VoidDragon »

I am aganist that. The reason is simple - currently damaged unit needs 3 turns to become good again - replacements and 2 turns of rest (not counting time to move unit, with that is would be 5 turns minimum). With ammo it would become 4 turns, and that means that when unit leaves combat, he leaves it for good - many things can happen over 4 turns.
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Re: Logistics - Ammo and fuel

Post by Aekar »

When I started the game, I was surprised not to see a "suppression" system; in PzC I loved that artilleries could create "suppression" instead of losses.
But actually there is an efficient suppression system - and it is the morale system!

Since morale can be lost when you fire your weapon, it easily translates into an ammo system too.
I found out that this morale system is very well thought and works like a charm.
"Rest & refit" isn't far from "resupply", and still takes a turn being: not engaged, not moving, and not firing.
It doesn't even resupply you well enough - only 1 hp and one morale tick, so when you do it you often have to do it two turns.


But that doens't mean things could not go further.
With the system being already "close" to a resupply and refuel, two positions are possible:
- either we say "it is not required" or ...
- that "it actually won't hurt" :)


Because, actually, when I have to rest for ammo, I may also welcome the "rest" for other things.
If "Rest & Refit" resupplies ammo, fuel, 1 hp and a morale tick, it may still work, it won't break the game out, and could get introduced as one such "optional feature".
The ammo column is still there in the database (though certainly not used).
I see however that a few maps that require speed may need rebalancing; a harder point here but nothing that 1-3 more turns can't fix if the option is active...


Imho I would completely understand that this feature would go down in the priorities though ... because the morale system actually works well as an ammo, and a suppression replacement.
KenAllen
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Re: Logistics - Ammo and fuel

Post by KenAllen »

I would like to see command units boosting nearby units moral as a special trait. Maybe this could even extend to other units like the Titans boosting nearby units moral. This would also add an extra tactical layer to the game.

Could possibly work as follows:

Units 1 hex away from command/Titan unit lose moral at a reduced rate.
Units 2 hex's away from command/Titan unit lose moral at only slightly reduced rate.

Units 1 hex away from command/Titan unit gain moral at an increased rate when you click "rest and refit"
Units 2 hex's away from command/Titan unit gain moral at a slightly increased rate when you click "rest and refit"




It would also be nice to have a pop up when you hoover over the replenish button telling you how many units you will receive based on the current game conditions. many times I've pressed this only to be disappointed with what got. Wish I was told before hand so I could make an informed decision.
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Re: Logistics - Ammo and fuel

Post by JimmyC »

KenAllen wrote:I would like to see command units boosting nearby units moral as a special trait...

It would also be nice to have a pop up when you hoover over the replenish button telling you how many units you will receive based on the current game conditions. many times I've pressed this only to be disappointed with what got. Wish I was told before hand so I could make an informed decision.
Actually command units do increase the morale of any unit that they are adjacent to at the end of your turn. That's why they cost so much more than the standard unit of that type. So a good trick is to shoot with your guys and then move any of them with yellow or worse morale next to your command unit.

Your 2nd point about replenishment i fully agree with. Like in PzC it would be nice if it showed how much req. it will use and how many new troops you will get.
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Re: Logistics - Ammo and fuel

Post by KenAllen »

Cool, thanks for the reply I didn know that command units did that. :)

Just to go back on the treads topic, I too wouldn't mind the ammo added as an option. The rest and refit button can be used to restock ammo (as it was initially intended for) and to boost morale. This to me seems the most logical implementation of it if it was to be brought back in. :)
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