Hello!
Up front, I would like to say I've only played a hand full of games so far, and I am very impressed with the operational and strategic thinking required to be successful in this game (relative to your opponents ). The following suggestion is very aspirational and curious of developers thoughts on the matter.
The game lacks simulating the logistics network, required especially for modern day warfare. Although I hate the analytical challenge of proper planning to ensure a balance of supply to fielded forces ratio in a certain region, the logistics network is a major vulnerability for those forces in reality. An army should have to establish a front that protects against envelopment or penetrations aiming to seize logistics nodes. In the current version of the game, fielded forces can operate indefinitely once mobilized. This decreases options for maneuver. For example, neutralizing an opponents harbors may degrade naval forces, or enveloping a land army (either by air assault or ground maneuver) may result in seizure of a city which degrades the performance of the enveloped army. Another option, instead of a macro envelopment of the entire enemy force, you may choose to envelop small pieces of an opposing force. Thus, the logistics network expands the options available for the maneuver.
My recommendation is that future patches (or most likely future game engine) implements a logistic/supply chain that emanates from the urban centers, back to homeland/annexed provinces. Airbases, Harbors, and potentially railways/road networks would increase the amount of supply distributed through the battlefield to mobilized units. Different units should have different supply-level requirements. Thus, if one army out maneuvers an opposing army and seizes an urban center, then the supply chain becomes more strained. If a unit becomes isolated from a logistics node, then the unit suffers a combat or movement penalty, set on a timer. Other games have implemented a similar system, and it is important to challenge armies to secure their flanks and exploited penetrations.
*** Disclaimer - I scanned through the forums to confirm to see if anyone else had brought up this topic. Apologies if I missed it. ***
That said, I love the game! I really enjoy the variety of units and simulating the strengths and weaknesses of each, from ICBM down to individual infantryman.
Cresens
Up front, I would like to say I've only played a hand full of games so far, and I am very impressed with the operational and strategic thinking required to be successful in this game (relative to your opponents ). The following suggestion is very aspirational and curious of developers thoughts on the matter.
The game lacks simulating the logistics network, required especially for modern day warfare. Although I hate the analytical challenge of proper planning to ensure a balance of supply to fielded forces ratio in a certain region, the logistics network is a major vulnerability for those forces in reality. An army should have to establish a front that protects against envelopment or penetrations aiming to seize logistics nodes. In the current version of the game, fielded forces can operate indefinitely once mobilized. This decreases options for maneuver. For example, neutralizing an opponents harbors may degrade naval forces, or enveloping a land army (either by air assault or ground maneuver) may result in seizure of a city which degrades the performance of the enveloped army. Another option, instead of a macro envelopment of the entire enemy force, you may choose to envelop small pieces of an opposing force. Thus, the logistics network expands the options available for the maneuver.
My recommendation is that future patches (or most likely future game engine) implements a logistic/supply chain that emanates from the urban centers, back to homeland/annexed provinces. Airbases, Harbors, and potentially railways/road networks would increase the amount of supply distributed through the battlefield to mobilized units. Different units should have different supply-level requirements. Thus, if one army out maneuvers an opposing army and seizes an urban center, then the supply chain becomes more strained. If a unit becomes isolated from a logistics node, then the unit suffers a combat or movement penalty, set on a timer. Other games have implemented a similar system, and it is important to challenge armies to secure their flanks and exploited penetrations.
*** Disclaimer - I scanned through the forums to confirm to see if anyone else had brought up this topic. Apologies if I missed it. ***
That said, I love the game! I really enjoy the variety of units and simulating the strengths and weaknesses of each, from ICBM down to individual infantryman.
Cresens