I believe that this topic is just about discussed out.
I agree with Rich Walker that KISS should be sought, (Keep It Simple, Stupid!" for those who have not served) and I appreciate that game designers don't want to micromanage or make players micromanage. However, there are considerations that will require a little more programming or changes by designers that would improve the games playability and realism that are presently lacking. We should use already existing game programming patterns where ever feasible.
It appears to me that it is established that the whole bloomin' rebel army should not run out of small arms ammunition in so many scenarios. The scattered unusable small factor wagons are frustrating also.
I suggest for both sides:
1. Supply wagons with an unimpeded line of supply should be replenished at some numerical rate to reflect arriving wagons, automatic and similar to fatigue recovery. I suggest that it be possible for a supply unit to reach zero and stay on the map for replenishing. Surrounded wagons should not replenish. Overnight to dawn should find a near depleted wagon back at maximum value, if there has been no movement or combat. Alternatively, a new unit might appear at a depot or map edge when zero supply factors are attained.
2. When a divisional supply wagon is captured, a new one should appear next turn at a depot or at the edge of the map where that division entered.
3. Supply should not be automatic, but assigned by the owning player. Use the <u>melee assignment</u> pattern to allow consuming multiple small units to keep them from becoming useless for supply.
4. I would also like to have supply wagons subject to rout to encourage players to protect them from enemy fire. Routed wagons should not be usable for supplying combat units. They were not driven by valiant warriors who never got scared.
These changes would keep the games simple for players,[:)] but would require a bit more programming for designers. [:(!][:(][?] While admitting my ignorance of programming, it ought to be easy while using pre-existing patterns. [;)]
Other considerations brought up in this discussion are well worth having their own threads. Too much combat and ammo consumption due to perfect reconnaisance is a complicated subject.
The instant commander's knowledge of enemy strength, unit type, and movement at great distance due to line of sight cannot be completely fixed. However, what if we could not identify what kind or how many units in a stack beyond a certain range? Use the question mark (?) unit when a couple of miles distant from the nearest enemy unit. That would only partially address the problem but it's a start. It would increase fog of war while allowing a bit more deliberate deception.
By the way, I want to thank Rich and other game designers for creating these games that have given so many of us countless hours of entertainment.
BG Ross McDaniel
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