I believe it is. The new system is much more painful for major powers if a shortage is severe. If Germany is not played with a decent dose of foresight the shortages of oil, rubber, and tungsten can be severe.
This leads to them not having enough forces. This in turn means that after the fall of France they do not have enough to accomplish their three main tasks at the time, which are guard Atlantic Wall, suppress France and Benelux, Barbarossa.
My proposed solution is to rollback to something that is similar to the original method of calculating shortages, but which accomplishes one of the stated goals of the new system, that being eliminating the 90% cap on penalty.
The old system took the shortage and prorated it against demand to calculate the penalty and did so with a relatively mild cap for each involved resource. If something only used one resource it was prorated against a 90% cap, for two each was able to give a maximum of 45% penalty, and for three resources the max penalty for each was 30%.
I propose changing that to a target cap of 120%, meaning that the maximum for 1/2/3 resources being used is 120/60/40 percent of penalty for each resource per line. The reason to target 120% instead of 100% is so that in situations where you still have some of what is needed it is not so generous in the face of the completely missing ingredient(s). Before, if I had enough of one ingredient but none of the other two on something like medium tanks I would still get 40% production from the line. Under my proposal that would be 20% instead.
This leads to them not having enough forces. This in turn means that after the fall of France they do not have enough to accomplish their three main tasks at the time, which are guard Atlantic Wall, suppress France and Benelux, Barbarossa.
My proposed solution is to rollback to something that is similar to the original method of calculating shortages, but which accomplishes one of the stated goals of the new system, that being eliminating the 90% cap on penalty.
The old system took the shortage and prorated it against demand to calculate the penalty and did so with a relatively mild cap for each involved resource. If something only used one resource it was prorated against a 90% cap, for two each was able to give a maximum of 45% penalty, and for three resources the max penalty for each was 30%.
I propose changing that to a target cap of 120%, meaning that the maximum for 1/2/3 resources being used is 120/60/40 percent of penalty for each resource per line. The reason to target 120% instead of 100% is so that in situations where you still have some of what is needed it is not so generous in the face of the completely missing ingredient(s). Before, if I had enough of one ingredient but none of the other two on something like medium tanks I would still get 40% production from the line. Under my proposal that would be 20% instead.