A lot of people are saying the same thing. One major (& strange imo) problem - units surrounded or otherwise at 0% Supply still get Equipment and possibly Manpower replacements.
@Axe99
A related issue. The legacy "State Supply" (been in Paradox games forever) is undermining the new Supply system it seems to me. It made more sense before NSB but it doesn't now. A unit literally completely cut off from the Supply Network (or otherwise at 0% Supply) shouldn't be able to get any Equipment or Manpower replacements.
Hi, I've mostly been able to understand the new supply system, and quite like this added aspect. What I'm not clear on is the part between hubs and units, and the bottlenecks there are not clear., I've never had shortages to the hubs and they...
forum.paradoxplaza.com
At the very least (and I'm not suggesting it's just this) the new supply system is a great leap forward (no Mao Zedong associations intended) for the series. With a change as large as this, I'm not surprised that there may be a few rough edges (like the UX, for example, which on release told people to worry about things we were apparently not supposed to worry about). While some people on the forums are saying similar things, this isn't necessarily a statistically representative sample (indeed, as a sample it's likely to be quite biased towards more "involved" players). That's not to say I wouldn't personally suggest at least looking into some changes (hence my suggestion thread to that effect), but I wouldn't go as far as suggesting removing state supply without some testing.
From what I've seen so far, I'm going to experiment (after the open beta is over - with that running, I'm playing the base game to see if I can turn up any bugs for the base game) with modding in harsher penalties to being out of supply (and see if anything can be done from a modding perspective about equipment replacement), and also with reducing or removing the "base state supply", while seeing what I can do about making the supply hubs reach further, but at lower levels (tinkering with the supply falloff curve). But it's worth keeping in mind the devs may have already tried all of these things, and for a range of possible reasons, they didn't pan out - for example:
- No state supply makes it too punishing for most players.
- No state supply isn't something the AI can cope with.
- Too high supply penalties on movement/attack isn't something the AI can cope with.
- Changing the supply falloff curve means ridiculously high supply in some areas with lots of supply hubs.
As a modder, I can ignore the first (unlike the devs, who have to make a game for a broad audience, I can just mod for me, which is a key luxury modders have) but the 2nd or 3rd might be beyond scope, and something that was unsolvable in a reasonable use of resources. I
think with some tinkering it might be possible with 4 to perhaps manage 2 and 3, but won't know until I get tinkering and testing. There's no small chance after my tinkering and testing I just roll with the vanilla settings.
It's also important to bear in mind that as a modder I can singularly focus on one thing, until I'm happy with it - budgets and a range of features make that much harder to do as a dev. Being a modder that needs to eat with limited capacity outside of work means it'll take me a while, but I can tinker away for as long as I'd like.