Page 1 of 1
supply lines/pockets
Posted: Tue Dec 02, 2014 11:05 pm
by Ason
Hey, I don't know if the game will be updated anymore but if I understand correctly there will be a soviet expansion sometime in the future.
I would just like to suggest more focus on supply lines (and the AI ability to cut them off). I think roads and railroads should be of higher value, like for example only being able to resupply on roads or close to roads... I don't think surrounding an enemy hex is enough as the only option to cut its supply lines, if roads were used to transport supplies you could cut the enemies supplies behind enemy lines(blitzkrieg would actually be useful in the game) and we could finally create real meaningful (BIG) pockets. If you played Unity of command you know what I mean. I just think Panzer corps is such a great game but unfortunately there is too little focus on supply lines, which in real life is almost the most important thing... I'm curious, does anyone here try to create pockets when playing PC, like cutting off portions of the enemy units?
Maybe I just missed something:P
I hope it's not too late for suggestions like this, but I mostly just wanted to say it and hear other peoples opinion on this.
Re: supply lines/pockets
Posted: Wed Dec 03, 2014 12:49 am
by edahl1980
The maps and armies we controll isnt big enough for any major pincer movements.
But i do like the idea of roads and railroads playing a bigger role in the game. And if you encircle an enemy they are unable to resupply or reinforce. Problem with this is that the AI would get slaughtered even more than it is right now.
Re: supply lines/pockets
Posted: Wed Dec 03, 2014 1:03 am
by captainjack
Panzer Corps mainly looks at combat rather than logistics and operational planning. I assume that there are other games that cover supply lines more thoroughly, but that's not my idea of fun so I can't help there.
Within Panzer Corps, some existing terrain types (notably desert) reduce resupply. It should be possible either to create eg steppe tiles where supply is similarly affected or to create a clear hex overlay for a desert tile. This would allow you to have roads, railways, cities or supply depots with normal supply around them, but 2 or 3 hexes from these, the terrain changes to your low supply type. It's possible to change terrain hexes using scripts so you could set a condition representing cutting of supply routes - eg when these critical cities are captured some or all clear hexes changes to desert.
For an alternative approach, BiteNibbleChomp's WW1 mod includes scenarios which reduce unit strength by 1 per turn in certain zones. I don't know if you can do this for ammo and fuel, as well, but the gradual reduction of fighting strength would make it important to consider location with respect to good/moderate/bad supply areas. I assume that this could be used in reverse to represent areas where you get a constant resupply or at least a constant trickle of reinforcements in designated supply depot zones.
I'd be interested to know if anyone has created a mobile supply unit - a bit like an aircraft carrier, but for land units.
Re: supply lines/pockets
Posted: Wed Dec 03, 2014 1:09 am
by edahl1980
The truck is already there.
Same with trains.
All that needs to be done is give them the ability to supply.
Re: supply lines/pockets
Posted: Wed Dec 03, 2014 3:35 am
by captainjack
TigerIII wrote:All that needs to be done is give them the ability to supply
That's the tricky bit!
I'm also waiting for a response on the scenario design thread to solve a more general problem with transports. I know that there's at least one mod for constructing airfields and I'll see if anyone there has made working supply trucks.
Re: supply lines/pockets
Posted: Wed Dec 03, 2014 7:23 am
by Ason
TigerIII wrote:The maps and armies we controll isnt big enough for any major pincer movements.
But i do like the idea of roads and railroads playing a bigger role in the game. And if you encircle an enemy they are unable to resupply or reinforce. Problem with this is that the AI would get slaughtered even more than it is right now.
Yeah, I realise some scenarios are too small but I don't see why the AI would get slaughtered more. If the AI would also try to attack supply lines ( like in unity of command) I think it could get interesting.
captainjack wrote:Panzer Corps mainly looks at combat rather than logistics and operational planning. I assume that there are other games that cover supply lines more thoroughly, but that's not my idea of fun so I can't help there.
Within Panzer Corps, some existing terrain types (notably desert) reduce resupply. It should be possible either to create eg steppe tiles where supply is similarly affected or to create a clear hex overlay for a desert tile. This would allow you to have roads, railways, cities or supply depots with normal supply around them, but 2 or 3 hexes from these, the terrain changes to your low supply type. It's possible to change terrain hexes using scripts so you could set a condition representing cutting of supply routes - eg when these critical cities are captured some or all clear hexes changes to desert.
I see what you mean, but isn't supply lines a part of most scales of battles? I mean everyone can get cut off, from single soldiers to entire armies.
I hope someone makes use of those desert tiles:)
TigerIII wrote:The truck is already there.
Same with trains.
All that needs to be done is give them the ability to supply.
This would be cool, but I think just being able to resupply them like it is at the moment would be nice aswell, only difference would be to only be able to resupply them close to supply lines.
Re: supply lines/pockets
Posted: Wed Dec 03, 2014 7:24 am
by Ason
TigerIII wrote:The maps and armies we controll isnt big enough for any major pincer movements.
But i do like the idea of roads and railroads playing a bigger role in the game. And if you encircle an enemy they are unable to resupply or reinforce. Problem with this is that the AI would get slaughtered even more than it is right now.
Yeah, I realise some scenarios are too small but I don't see why the AI would get slaughtered more. If the AI would also try to attack supply lines ( like in unity of command) I think it could get interesting.
captainjack wrote:Panzer Corps mainly looks at combat rather than logistics and operational planning. I assume that there are other games that cover supply lines more thoroughly, but that's not my idea of fun so I can't help there.
Within Panzer Corps, some existing terrain types (notably desert) reduce resupply. It should be possible either to create eg steppe tiles where supply is similarly affected or to create a clear hex overlay for a desert tile. This would allow you to have roads, railways, cities or supply depots with normal supply around them, but 2 or 3 hexes from these, the terrain changes to your low supply type. It's possible to change terrain hexes using scripts so you could set a condition representing cutting of supply routes - eg when these critical cities are captured some or all clear hexes changes to desert.
I see what you mean, but isn't supply lines a part of most scales of battles? I mean everyone can get cut off, from single soldiers to entire armies.
I hope someone makes use of those desert tiles:)
TigerIII wrote:The truck is already there.
Same with trains.
All that needs to be done is give them the ability to supply.
This would be cool, but I think just being able to resupply them like it is at the moment would be nice aswell, only difference would be to only be able to resupply them close to supply lines.
Re: supply lines/pockets
Posted: Wed Dec 03, 2014 9:10 am
by edahl1980
The hard part is making the AI understand that he has to defend his supply lines. Otherwise a human player will drop paratroopers at strategic points and cut off the entire map.
And making the AI smart enough to understand that?
This game is abandoned by its makers. Ya they will release a Soviet corps to make a quick $ but they wont make any major changes like this one.
Re: supply lines/pockets
Posted: Fri Dec 05, 2014 5:03 am
by Razz1
Te AI can not be programmed to understand supply lines.
this has been discussed in the past.
Re: supply lines/pockets
Posted: Fri Dec 05, 2014 9:12 pm
by captainjack
I was looking at scripts yesterday and came across functions that could definitely make supply lines work in specific scenarios through scripting and objective settings. For example, different zones or terrain types would trigger a penalty or boost to supply and strength, and could be switched according to who holds strategic hexes and scripted reinforcements dependent on who holds what. However, the AI would need to be instructed to focus on taking or defending supply hexes according to the mission as it would not be able to work out the strategic benefits on its own.