TL;DR at bottom
There has been so much talk about the new logistics system, with people trying to justify it and people trying to denigrate it that I thought I'd post my two cents.
I think the game is looking great, and I'm sure the initial release will be fantastic. Just like there are some people who want to add art to immerse themselves in the game, some are interested in implementing certain systems into the game.
Instead of having a vote on whether or not anyone wants it changed, why don't we assemble a team of those willing to mod the logistics system so that they can make the game their own, instead of warring on the forums about whether or not it should be done/how it should be done/who should do it. Those who are content with the current system can simply stop reading. This is an opt-in system.
My basic ideas, certainly open to change and discussion:
- Fuel created as equipment by civilian factories, with oil as the input. Pretty simple here.
- Capping the proceeding stockpile based on base number of civilian factories so that you can't break the game. Trading away civilian factories wouldn't reduce available stockpile space. In any case, it wouldn't be advisable or even gamey to stockpile more than a quarter of fuel, because the strategic resource system the devs created actually works nicely, and having too many civilian factories is a recipe for disaster.
- Specialized refineries for late-game fuel production. Since fuel probably has to work as equipment, and is therefore stockpile-able, which is not what anyone really wants, the emphasis has to be on having a constant flow of production from oil source to factories to fuel to units. After a while, people are going to have alot of fuel-consuming units, which will require so many civilian factories to produce enough fuel that it would unbalance the game. The obvious solution is that a large country with a great mechanized army and large navy will need refineries, otherwise there will be CF spam which is not at all the intention of this mod.
- Fuel-demanding units would need to have their demand modded in. Since the devs indicated that supply is simply requests for replacement equipment in a region by a unit, we could mod in scripts that require fuel to be "replaced" after certain conditions have been met, namely distance traveled, time, and combat.
- The devs indicated that supply works mostly as an abstract system on the map, divided into supply regions, so we could divide each supply region into normal supply and then fuel supply working parallel but separate from one another.
- Making the AI produce fuel from Oil could work as follows: Since the AI must know to replace its equipment losses on the battlefield and use the current supply system, it might not be that hard altogether to replicate that code motivating the AI to do so in order to produce fuel for its units. This is a very basic, abstract idea for which I have no code to back it up, so, like everything else, it's open to discussion.
In the end, it is imperative that people agree on what should be done and then collaborate on the mod to produce a good product. That is the intention of this post.
If this gets locked, PM me for info.
TL;DR: The game is looking great but I want to mod in a different fuel system for the sake of having options. Let's collaborate to get this done. Post your thoughts below.
There has been so much talk about the new logistics system, with people trying to justify it and people trying to denigrate it that I thought I'd post my two cents.
I think the game is looking great, and I'm sure the initial release will be fantastic. Just like there are some people who want to add art to immerse themselves in the game, some are interested in implementing certain systems into the game.
Instead of having a vote on whether or not anyone wants it changed, why don't we assemble a team of those willing to mod the logistics system so that they can make the game their own, instead of warring on the forums about whether or not it should be done/how it should be done/who should do it. Those who are content with the current system can simply stop reading. This is an opt-in system.
My basic ideas, certainly open to change and discussion:
- Fuel created as equipment by civilian factories, with oil as the input. Pretty simple here.
- Capping the proceeding stockpile based on base number of civilian factories so that you can't break the game. Trading away civilian factories wouldn't reduce available stockpile space. In any case, it wouldn't be advisable or even gamey to stockpile more than a quarter of fuel, because the strategic resource system the devs created actually works nicely, and having too many civilian factories is a recipe for disaster.
- Specialized refineries for late-game fuel production. Since fuel probably has to work as equipment, and is therefore stockpile-able, which is not what anyone really wants, the emphasis has to be on having a constant flow of production from oil source to factories to fuel to units. After a while, people are going to have alot of fuel-consuming units, which will require so many civilian factories to produce enough fuel that it would unbalance the game. The obvious solution is that a large country with a great mechanized army and large navy will need refineries, otherwise there will be CF spam which is not at all the intention of this mod.
- Fuel-demanding units would need to have their demand modded in. Since the devs indicated that supply is simply requests for replacement equipment in a region by a unit, we could mod in scripts that require fuel to be "replaced" after certain conditions have been met, namely distance traveled, time, and combat.
- The devs indicated that supply works mostly as an abstract system on the map, divided into supply regions, so we could divide each supply region into normal supply and then fuel supply working parallel but separate from one another.
- Making the AI produce fuel from Oil could work as follows: Since the AI must know to replace its equipment losses on the battlefield and use the current supply system, it might not be that hard altogether to replicate that code motivating the AI to do so in order to produce fuel for its units. This is a very basic, abstract idea for which I have no code to back it up, so, like everything else, it's open to discussion.
In the end, it is imperative that people agree on what should be done and then collaborate on the mod to produce a good product. That is the intention of this post.
If this gets locked, PM me for info.
TL;DR: The game is looking great but I want to mod in a different fuel system for the sake of having options. Let's collaborate to get this done. Post your thoughts below.
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