Hmm, I like the idea, but how does this embarkation work? I would be afraid it would get buggy and end up like transporting units across water, in that you either have no choice embarking or you go around. Which needs no explanation as to why it would be bad.
Strategic movement
Railroad strategic transportation
This idea's purpose is to
- make development of "sterile" province worthwhile,
- adding strategic options - with a risk - to the player,
- make slow units like heavy tanks or AT tanks more worthwhile
How does it work :
- Train transport unit is, like a ship transport unit or a refuelling plane, an unit that can't fight back with 5 HP
- If in the central node of a province with infrastructure level at least 1, an unit can "embark" on a train. After some time (depending on the infrastructure level), it will become a "train transport unit"
- A train transport unit
cannot move in enemy territory or in territory without infrastructure,
moves very slowly (artillery train speed) in territories with infrastructure level 1
moves fast (a bit slower than light tank speed) in territories with infrastructure level 2,
moves fastest (Armored Car speed) in infrastructure level 3.
- As an option, train transport technology could be researched for more speed, like sea transport. That's why I did not put exact speed above
- A train can only unload in nodes with infrastructure. It takes time which depends on the infrastructure level, just like for sea transport. Of course, if you unload close to the front, you are particularly vulnerable to air attack.
- If a train is in a province that gets captured by an enemy, it stops dead and becomes a sitting duck,
Impact :
- Players will have an incitative to develop infrastructure in other province than the ressource producing ones, in a coherent network.
- Slow units that usually are not used because they are too long to bring to the front (heavy tanks, SP-AT
typically) and have too high requirements to be built locally will be more worthwhile
- Players will have an easier time having a strategic reserve (already embarked force ready to be shipped where needed)
- There will be a bit more strategic options : trying to cut the transportation network of the opponent
- It could make an "armored train" new unit viable to escort those transports, especially for the AA and HP sponge they would bring.
Air Strategic Transportation
- The same rules could be used for airtransport, with the following changes :
- Instead of infrastructure, air transport would embark / disembark from airport level 2 or more (making these a bit more useful except for churning bombers, and limiting how much air transport one can have, especially directly on the frontline)
- The transport distance is the range of the strategic bomber, of course it can land & refuel without having to reembark,
- The air transport unit has a huge "oil maintenance cost" (2000/day) so if no emergencies, relying on these to transport 10 units across the globe in say 4 hours could quickly become costly !
9 Replies
I am not sure what you are talking about, in that I never had bugs with sea transport. I sometimes have to tell a unit "go there, then go there" in order to avoid the unit taking a boat, but that's the worst I had.
In the case of train transport, I would see it as a button next to "forced march" "stop" etc... after which you give your destination.
I meant the new feature would bug and any unit that went across that province would immediately be embarked, like when you cross water. As a button, it is fine.Chimere wrote:
I am not sure what you are talking about, in that I never had bugs with sea transport. I sometimes have to tell a unit "go there, then go there" in order to avoid the unit taking a boat, but that's the worst I had.In the case of train transport, I would see it as a button next to "forced march" "stop" etc... after which you give your destination.
I think the infrastructure requirement is too much to make this worthwhile. As it is, infra is a SUPER expensive building, only to be built in provinces who either produce key resources, or where you want to produce unis which require infra (and usually also produce resources). It simply isn't worthwhile to build infra in a lot of useless provinces, which you would need to make this system work... and not just L1 (which is basically useless in this proposal cause they still move at snail speed), but high levels.
To make it work, this would require some sort of "Railroad" building which is MUCH cheaper than current infrastructure.
I would disagree with this. By the mid-game or end-game, all the ressource producing provinces are infrastructure level 3, so you would only have to "complete the gaps". If it can make my troops join the front 3 times faster, I would do it anytime.
I'm not sure what you call "mid-game"; in my book that would be around day 20? No way do "all res provinces have L3 infra" by then.
most of these (bad) ideas are taken from CoN. didn't work there, will not work here.
the users should be excused, however, since bystro has corrupted what should have been a pure WWII game by adding such things as nuclear battleships, which have never existed.
Haven't played CoN.
Mid-game is day 20 on a smaller map, 30+ in a 100 players map. By then, all my core territories with ressources would have infrastructure level 3 indeed, and a significant chunk of the territories I acquiered in the first weeks would have, too.
USS Long Beach was a nuclear-powered guided missile cruiser in the United States Navy and the world's first nuclear powered surface combatant ship. Construction started: 2 December 1957 Launched: 14 July 1959WayneBo wrote:
most of these (bad) ideas are taken from CoN. didn't work there, will not work here.the users should be excused, however, since bystro has corrupted what should have been a pure WWII game by adding such things as nuclear battleships, which have never existed.
Totally agree with you WayneBo ![]()
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