My choices (revised) would be 3,4,5, and 6. <font color="yellow">My commentary in yellow</font id="yellow">
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1. Leave artillery and infantry ranged fire resupply as is.
<font color="yellow">I am quite disatisfied with the limitations as is. I will continue to play if it is not changed while making periodic suggestions/complaints.</font id="yellow">[}:)][;)][:D]
2. Artillery units should also be subject to running out of ammo randomly and should be resupplied from wagons in supply range.
<font color="yellow">That seems obvious to me. Even if supply wagons are empty, cannon limbers would still have loads at various levels and the players would not be set free to disregard all enemy cannons army wide. Still, I don't like random low/out of ammo.</font id="yellow">
3. Basic Loads: All ranged fire units should be assigned with a basic load and subject to run low/<u>out of ammo</u> to be resupplied from wagons.
<font color="yellow">That is reality.</font id="yellow">
4. Ammo resupply should be under player control as in artillery fire. Left click on supply unit and right click on the target unit.
<font color="yellow">That would be an improvement and allow players to better manage resupply.</font id="yellow">
5. Ammo resupply should be under player control as in melee. Drag various low supply wagons to the target unit and then resupply simultaneously with a button assignment, lowest amount wagons will be consumed first.
<font color="yellow">That would be best, but both options 5 and 4 available would be optimal. </font id="yellow">
6. Have a toggle for playing supply as is, or a possible switch to increased complexity to a single choice from 2, 3, 4, or 5.
<font color="yellow">I sympathize with players who want to keep it simple, while a toggle with options 2,3,4, and 5 made available to those who want more player control would satisfy both player types. I predict that were the additional options available, 80%+ would be playing them within a month. </font id="yellow">
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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">Would like to see some way of monitoring the ammo supply. I mean having troops circle opponent come up from behind and fire one volley and become low on ammo !! Who would send troops on such a mission with one bullet? -Col Alvin Baker
<font color="yellow">Actually, one phase of firing represents 20 minutes and perhaps 40 rounds, probably less, of ammo fired. With crack/elite troops stationary, it might be more.
Moving troops who fire at half strength should be consuming less ammo.
(Arghh!!! This can get complicated so quickly!)[:D]
Other comparable games with ranged fire units which have basic loads have an indicator bar for real time play. It would be nice to have the ability to resupply low ammo units while costing the supply wagon a lesser amount than a full load. </font id="yellow"> <hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Meanwhile, with 16 voting responders at this point and ability to choose more than one option, the tally reads:
1. Keep the present system as is, with random low/out of ammo for small arms units: 4
2. Artillery would also run out of supply randomly: 0- No one has chosen this one.
3. Artillery and small arms units would have basic loads and run out automatically with continuous firing: 11
4. Player managed resupply programmed as with assigning artillery: 9
5. Player managed resupply programmed as with assigning melees: 8
6. Toggles to allow original system and an option for player resupply management: 11
Several who prefer to keep playing the original system voted that to have the options as a toggle would be okay with them. I consider that generous as I expect that it would shortly become more difficult for them to find opponents who prefer the present/original system.
I really like the freedom of having choices! [:p][:D]
BG Ross McDaniel
2nd Bde, 3rd Div, III Corps, AoG, CSA
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