I think it's better game design if you don't lay traps for unwary players and AIs.
I get that but the same thing happens if you put too many large divisions in a region. Must like Daniel did in China in WWW.
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I think it's better game design if you don't lay traps for unwary players and AIs.
Not really - you can tell how many divisions worth of supply a place has before you send the troops.
With your system the game might tell you there are ten divisions worth of supply, but because artillery use tons more supply once battle is joined there might only actually be enough supply for six divisions who are fighting. Hence the "trap".
Not really - you can tell how many divisions worth of supply a place has before you send the troops.
With your system the game might tell you there are ten divisions worth of supply, but because artillery use tons more supply once battle is joined there might only actually be enough supply for six divisions who are fighting. Hence the "trap".
Have you read the post I was responding to or are you doing this on purpose?Wouldn't the same also apply to people leaping to attack game mechanics they haven't seen played out in reality?
A gun doesn't take so much width not in the front line nor in the second line.The Art takes up width if you put it on the front lines but takes up no width if put in the support section.
This is the difference between Indirect fire and Direct fire arty. in WW2 a lot of armies lacked skilled arty crews, think about what direct fire (short range) arty fire would mean, quick relaying of hit reports back to the crew, short range meant less adjustments for humidity and wind and a generally easier time for the crew. if your target is 2KM away you are going to hit the target pretty consistently even if you struggled to hit targets 7km away. 2km however is seriously close to the battlefield (almost within rifle range, certainly within mortar range) thus the higher damage output but cost of combat width.
Direct fire for any noteworthy number of guns means no obstructions. I don't agree with a combat width of 3 but remember it take up no combat with as a support unit so perhaps the direct fire option is being given with deliberate penalties for game balance reasons. Im just giving a justification for it taking up any combat width at all.A gun doesn't take so much width not in the front line nor in the second line.
If you don't like that artillery take up width you can mod it away.
Podcat have said why artillery do take up width and it have little to do with realism, HOI4 is foremost designed as a grand strategy game and that is something they have said since the beginning.
Words are important and they shouldn't be thrown away. To mean a cat it would be better to say "cat" not "width".I'm thinking the main problem is the terminology. People hear "combat width" and in conjunction with what it meant in previous games it sounds like HoI4 is saying artillery take up a load of your front line. Maybe "inertia" or "unwieldiness" (these words suck, it would be better if it was a positive stat rather than a negative, then you could call it "mobility") or something like that would represent what it actually does better.
Words are important and they shouldn't be thrown away. To mean a cat it would be better to say "cat" not "width".
Words are important and they shouldn't be thrown away. To mean a cat it would be better to say "cat" not "width".
Right above you can see a suggestion.Oh, certainly, certainly. Do you have any suggestions for what "combat width" could be renamed to?