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Free Operational movement + Logistic cap

 
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Free Operational movement + Logistic cap - 11/6/2017 4:20:49 PM   
KorutZelva

 

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I was wondering what the game would look like if operational movement would be capped like transports are. Does the code allow for something like that?

Let's say a country is allowed 1 + logistic tech a turn but you make it free to use. A side benefit would be that it would allow the AI to stop spending so much mpp operating units back and forth. :-)
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RE: Free Operational movement + Logistic cap - 11/7/2017 4:34:19 AM   
Harrybanana

 

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I like this idea. But I still think Operational movement should cost at least a few MPPs as using the trains to move troops means they aren't available for industry.

(in reply to KorutZelva)
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RE: Free Operational movement + Logistic cap - 11/9/2017 2:18:48 PM   
nnason


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Operational Movement does cost MPP points.

I have always been bothered by unlimited operational movement but such movement isn't cheap and does reduce MPPs for other possibly more important later in the game needs such as new units and/or tech upgrades.

What concerns me more is the unlimited range of rail and air operational movement. I realize, SC3 as a grand strategy game, making game too realistic (thus more complicated) (see Operational Art of War and World in Flames) will drive away some players.

Flying USA air from the USA to IRAN in one 7-day summer turn is well impossible in the real world (planes yes support no) and would be nearly impossible during the 21-day winter turns. Moving Russian units from Stalingrad to Leningrad in a 7 day turn also seems unrealistic. However, Making any changes to this would make game more complicated and would unbalance the game in favor of the Axis who have interior lines and thus wouldn't be effected as much by such changes.

So my recommendations are don't make such changes without significant play testing.


_____________________________

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Noah Nason
LTC Field Artillery
US Army Retired

(in reply to Harrybanana)
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RE: Free Operational movement + Logistic cap - 11/9/2017 3:14:32 PM   
Sugar

 

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Operating isn`t actually unlimited, it requires units on railroads with enough supply. Maybe the costs are a bit low, compared to Breakthrough; but the system works fine, since not every turn is 7 days long.

What could be fixed is the one-way-railroad connecting over sea straits: the Bosporus, Kattegatt as well as Messina allow operating in only one direction.


(in reply to nnason)
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RE: Free Operational movement + Logistic cap - 11/9/2017 7:58:12 PM   
OxfordGuy3


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quote:

ORIGINAL: Sugar

Operating isn`t actually unlimited, it requires units on railroads with enough supply. Maybe the costs are a bit low, compared to Breakthrough; but the system works fine, since not every turn is 7 days long.

What could be fixed is the one-way-railroad connecting over sea straits: the Bosporus, Kattegatt as well as Messina allow operating in only one direction.



I think operational movement is actually pretty expensive in SC WiE, at least until Logistics is researched heavily, but then you deserve some payback for that. In Commander Europe at War GS, each major country could operate up to a certain number of unit points (different types of units had a different operating "weight") for free, different for each country, you could operate over that, but then the costs started to get exponentially more expensive.

I'd actually be in favour of making operational movement cheaper (or even free) for the initial few units operated in a turn, then getting more and more expensive as more are operated.


Regarding the straits - Which (if any) of the straits had a rail bridge at the time connecting the sides of the strait? Those that didn't probably shouldn't allow operating in either direction, those that did should allow both directions.

(in reply to Sugar)
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