Originally posted by Fosse
No no... yuck. That'd be awful. You would just need so many units of oil to "support" particular units. If you require 20, but you have only 18, then one of your units gets stuck for the turn (I don't know which one, the one deepest in enemy territory, the one farthest from the front lines, whatever). This is less horrible than units simply disbanding like in the past! OR, using discrete numbers, "unsupplied" units could suffer the same kind of "Rare Resource" penalties you outlined earlier. What I'm really getting at is that I don't understand how you imagine the vague amount of a resource should be determiend.
No no... yuck. That'd be awful. You would just need so many units of oil to "support" particular units. If you require 20, but you have only 18, then one of your units gets stuck for the turn (I don't know which one, the one deepest in enemy territory, the one farthest from the front lines, whatever). This is less horrible than units simply disbanding like in the past! OR, using discrete numbers, "unsupplied" units could suffer the same kind of "Rare Resource" penalties you outlined earlier. What I'm really getting at is that I don't understand how you imagine the vague amount of a resource should be determiend.
I didn't particularly look into the idea, so I can't say whether I agree with it or not, but it would be ridiculous to see a unit becoming non-functional after it's already been built. That's why I think some sort of madndatory, monetary payment for the unavailable resource would work better. Basically there HAS TO BE a simplified system or else the strategy it adds becomes tedious and too complex.
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