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RE: Aviation Support

 
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RE: Aviation Support - 3/6/2012 2:52:14 PM   
dwg

 

Posts: 306
Joined: 1/22/2008
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quote:

ORIGINAL: JWE

Good point dwg. But a lot of the hexes in AE are islands or atolls. The algorithm has to somehow account for that hex feature as well.


Oh, I agree, there are two distinct situations here, one where you can build multiple basic strips and the second where you are forced into building a single base complex, with all the limitations that invokes.

I think your solution would work, though I might come at it from another angle and vary build cost by stacking limits. If no stacking limits, build cost stays constant per level (representing adding extra airfields), otherwise build cost=Current Level^(1+Stacking factor), where stacking factors increase from Large down to Very Small - I won't just say 1 to 5, because you would want to balance the effect against real-life examples such as Tinian. That makes the first couple of levels straightforward enough, but the costs then head sky high on the smaller islands.

Your approach limits the effectiveness of the engineers deployed, mine makes the job harder, the reality lies somewhere in the middle.

(in reply to JWE)
Post #: 31
RE: Aviation Support - 3/6/2012 3:03:56 PM   
dwg

 

Posts: 306
Joined: 1/22/2008
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quote:

ORIGINAL: Blackhorse

I absolutely recognize that in most AE hexes, engineers could be working on multiple airfields, plus port improvements, plus forts. But even allowing for that, the game engine allows the player to "level up" much faster in game than in real life. The US put the better part of 100,000 engineers on Okinawa in 1945, but even they couldn't build out all the airfields on the island in less than a week. In AE, a player can.


That's a fair point, but any change needs to be balanced, recognising that it is possible to throw a basic strip down pretty much as fast as you can kick the PSP off the back of a wagon (okay, I exaggerate, but not by much - and in fact I've come across a couple of examples in the past week in which native volunteers built strips in the back-country of both Burma and Borneo with nothing more than the things they had to hand). And up to a certain point you can keep doing that if the space is available, but eventually you do want a more capable individual strip, particularly for loaded four-engined heavies, and those take much longer to put together. It's a pity we only have one kind of airfield to represent two distinct kinds of development.


< Message edited by dwg -- 3/6/2012 3:04:15 PM >

(in reply to Blackhorse)
Post #: 32
RE: Aviation Support - 3/8/2012 3:44:24 AM   
Blackhorse


Posts: 1926
Joined: 8/20/2000
From: Eastern US
Status: offline

quote:

ORIGINAL: dwg

quote:

ORIGINAL: Blackhorse

I absolutely recognize that in most AE hexes, engineers could be working on multiple airfields, plus port improvements, plus forts. But even allowing for that, the game engine allows the player to "level up" much faster in game than in real life. The US put the better part of 100,000 engineers on Okinawa in 1945, but even they couldn't build out all the airfields on the island in less than a week. In AE, a player can.


That's a fair point, but any change needs to be balanced, recognising that it is possible to throw a basic strip down pretty much as fast as you can kick the PSP off the back of a wagon (okay, I exaggerate, but not by much - and in fact I've come across a couple of examples in the past week in which native volunteers built strips in the back-country of both Burma and Borneo with nothing more than the things they had to hand). And up to a certain point you can keep doing that if the space is available, but eventually you do want a more capable individual strip, particularly for loaded four-engined heavies, and those take much longer to put together. It's a pity we only have one kind of airfield to represent two distinct kinds of development.



We're in violent agreement.

I have no problem seeing a couple of steel-matted dirt strips up and running in a few days. My complaint is with the ahistoric speed players can build level 9 ports, airfields and forts.


_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to dwg)
Post #: 33
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