Each faction has different logistical needs and requirements in order to operate. How would you balance this between 4 starting factions and more on the way? Looks and sounds like a development headache, nightmare even. Keep this in mind, it needs to be fun , not everyone will appreciate close-to-reality logistic and not find it dull mechanic and fun killer.
Add supply chain system
Every army need blood, food, water and fuel, spare parts, replacement crews and a thousand other things, that have real impact on a large scale warfare - just like in this game. Logistics wins wars, remember?
But right now, logistics and headquarters play no role whatsoever. My army can keep fighting even when completely surrounded on the other side of the planet. This opens the door to some truly brazen and counter-intuitive strategies — like chevauchées, sweeping through enemy territory using multiple units consisting of just a single scout each. There cannot be any front, if enemy stack on your flank can't hurt your death roller stack of 100 units.
Here is what I propose:
Introduce a headquarters connection parameter. All units consume resources, while the headquarters handles their distribution. All provinces are linked by routes, including those crossing wastelands. The game should check every 15 minutes whether a unit has a connection by this routes to the headquarters; if it doesn't (if chain somehow broken), the unit begins to lose durability, just as it would if it lacked necessary resources.
The loss of the headquarters should inflict the same damage on the player's units as a lack of resources—even if resources are actually available—and the player will continue to take damage until a new headquarters is built.
The first idea should give the concept of encircling enemy forces a chance to work. The second will highlight the importance of the headquarters and the need to both protect it and position it in specific locations.
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Each faction has different logistical needs and requirements in order to operate. How would you balance this between 4 starting factions and more on the way? Looks and sounds like a development headache, nightmare even. Keep this in mind, it needs to be fun , not everyone will appreciate close-to-reality logistic and not find it dull mechanic and fun killer.
I I don't see anything funny about the fact that, after the initial maneuvering, the game quickly devolves into a race to churn out the most tanks and mass them into a giant blob. Without a logistics system, there’s no need for a front line—you just hurl that "ball of death" deep into enemy territory and watch them try to deal with it.
Perhaps the logistics system needs to be different—possibly simpler. But the fact remains: it must exist. The only possible consequence is a slowdown in the pace of the offensive, necessitated by the need to secure flanks and/or break up a single massive "ball of death" into several smaller combat groups.
Fulgrim wrote:Each faction has different logistical needs and requirements in order to operate. How would you balance this between 4 starting factions and more on the way? Looks and sounds like a development headache, nightmare even. Keep this in mind, it needs to be fun , not everyone will appreciate close-to-reality logistic and not find it dull mechanic and fun killer.I I don't see anything funny about the fact that, after the initial maneuvering, the game quickly devolves into a race to c...
Don't get me wrong. I love the concept of logistics. It is one of the most vital if not the most vital aspects of warfare. If there is a room for simpler, logically easier logistic concept , the devs will surely look into it if they had not already done so. My focus remains of the difference in the logistical needs of each faction. Astra Militarum surely being the most ''needy'' faction and logistically dependant, because of the shere numbers of the Imperium Warmachine. Loyalists and traitors marines are not so dependant as the Guard. The Orcs? Do we even have any information , a fragment that shows such thing even exists? Who's taking care of the green skinns logistics? How does it function? Does it even exists? Or the Orcs simply believe armaments, armor and gear appear out of thin air , somehow, and thats how they sustain their waaaagh efforts? That was my initial concern regarding the logistics. Otherwise , good suggestion indeed and i back it up :)
Well, there what I find about the Orks logistics: https://www.reddit.com/r/orks/s/ic9o4cwXFU
So if you cut off from ork logistics, they lose some. At least there will be less boyz.
Chaos and Adeptus Astartes have one thing in common: orbital assets. But in game they were not realized yet. Even if orbital support exists, their forces still must be armed and supplied like anyone else. And you cannot drop from above enough things to supply forces. So this is also must be a standard convoy of heretics/order serfs, who will bring Astartes their bolts, charge packs or explosives.
So, my opinion is that: logistics matters, logistical mechanics mist be implemented. Difference between fractions depends on how they handle logistics, with what buffs/debuffs and how it contacts with their doctrines.
Alternate Suggestion - Unit Fuel and Territorial Resources
I can understand how the existing system can be counter intuitive, and if you don't wanna role play that there are invisible supply lines from covert or unique paths unknown to the enemy (remember, one zone is quite massive), here is a alternative, that is semi easy to manage. Maybe.
UNIT FUEL
- Each unit has fuel (food, energy, fatigue, wear and tear, etc).
- Can be tweaked in match settings, Normal Fuel Consumption (long fuel efficiency), Sever Fuel Consumption (short fuel efficiency), or No Fuel Consumption (setting turned off).
- Fuel can be shared or averaged when combining armies, or resupplied by bases or special units/buildings (slow refill, or refill at end of day).
Unit Fuel would aim to create logistical constraints on units, and if fuel runs out, they take damage, similar to forced march, and if they forced march it stacks or doubles. Or just straight up dies or breaks down (unable to move).
TERRITORIAL FUEL
- When a territory is severed (broken to create x separate territory), a new resource inventory is created, that takes zones average of each territory size to start (or based on average daily resource sum of each territories zones).
- When a distant territory is created, it only gets resources from the new separated captured zone (maybe even starts at 0 until day end, or when moral reaches 25%+)
Territorial Fuel would play well with Unit Fuel as a mechanic, but also prevent explorative tactics, that allow a distant captured territory, suddenly being able to build or deploy units at an unfair rate. *if there is a problem
Final Notes
But again, if this would be implemented, I would say give long fuel efficiencies, lie units can go fives days of normal wear and tear before succumbing to fuel failure. (maybe certain actions consumer more fuel, attacking vs defending, moving or forced marching, capturing a new territory).
However, after going over this, it is starting to sound like HP 2.0 so maybe even just make capturing build territories cost time or hp (allow empty zones to have some automated weak retaliatory militia system).
For Waaagh, - Mindzokka Oakstoppa
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