Supply Lines

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    • Supply Lines

      Guns, ammunition, food, clothing, medical supplys so on and so fourth.
      Many military commanders biggest consideration is logistics, how to get men and equipment from one place, to another.

      Im reminded of WW2 Starlingrad where airplanes under constant aerial attack where flying in and landing in order to resupply.

      Its someone id kind of like to see in CON!
      Granted we are talking about days and not years of fighting but if i have a massive endgame stack of MRL's with 200 kills. Questions are raised about ammo things like ammo. More so if they are blitzcreging it towards a capital on the other side of the map.

      I think add another aspect to the game, we have moral and moral has a randomness factor in military combat.
      But if your city is surrounded, and stacked with Missile Defense and MRL's like sooner or later they should start to deteriorate naturally.

      Likewise, aerial power is usally more effective at smashing supply lanes.
      I see it working where if you annex a city, supplies will be sent from your home city.
      Like a health bar, your equipment would have a ammo bar and where things like fuel equipment and ammo all effect speed, damage and resistance.
      Then you could add another research type tree for basic equipment, ammo types, and other small arms measures to slightly effect combat efficiencies so where one countires maxxed infantry might not compare to anothers maxxed infantry.

      Just an idea.
      Cheers
    • crazystoner wrote:

      Guns, ammunition, food, clothing, medical supplys so on and so fourth.
      Many military commanders biggest consideration is logistics, how to get men and equipment from one place, to another.

      Im reminded of WW2 Starlingrad where airplanes under constant aerial attack where flying in and landing in order to resupply.

      Its someone id kind of like to see in CON!
      Granted we are talking about days and not years of fighting but if i have a massive endgame stack of MRL's with 200 kills. Questions are raised about ammo things like ammo. More so if they are blitzcreging it towards a capital on the other side of the map.

      I think add another aspect to the game, we have moral and moral has a randomness factor in military combat.
      But if your city is surrounded, and stacked with Missile Defense and MRL's like sooner or later they should start to deteriorate naturally.

      Likewise, aerial power is usally more effective at smashing supply lanes.
      I see it working where if you annex a city, supplies will be sent from your home city.
      Like a health bar, your equipment would have a ammo bar and where things like fuel equipment and ammo all effect speed, damage and resistance.
      Then you could add another research type tree for basic equipment, ammo types, and other small arms measures to slightly effect combat efficiencies so where one countires maxxed infantry might not compare to anothers maxxed infantry.

      Just an idea.
      Cheers
      starlingrad.jpg
      *** The Creator of Zombie Farming ***
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    • crazystoner wrote:

      Guns, ammunition, food, clothing, medical supplys so on and so fourth.
      Many military commanders biggest consideration is logistics, how to get men and equipment from one place, to another.

      Im reminded of WW2 Starlingrad where airplanes under constant aerial attack where flying in and landing in order to resupply.

      Its someone id kind of like to see in CON!
      Granted we are talking about days and not years of fighting but if i have a massive endgame stack of MRL's with 200 kills. Questions are raised about ammo things like ammo. More so if they are blitzcreging it towards a capital on the other side of the map.

      I think add another aspect to the game, we have moral and moral has a randomness factor in military combat.
      But if your city is surrounded, and stacked with Missile Defense and MRL's like sooner or later they should start to deteriorate naturally.

      Likewise, aerial power is usally more effective at smashing supply lanes.
      I see it working where if you annex a city, supplies will be sent from your home city.
      Like a health bar, your equipment would have a ammo bar and where things like fuel equipment and ammo all effect speed, damage and resistance.
      Then you could add another research type tree for basic equipment, ammo types, and other small arms measures to slightly effect combat efficiencies so where one countires maxxed infantry might not compare to anothers maxxed infantry.

      Just an idea.
      Cheers
      I disagree with this idea. Research for equipment and ammo types is... very, very VERY specific in the context of CoN. An infantry unit is implied to have riflemen, Assaultman, anti tank missile men, snipers, medics etc. Small details like ammunition types are already accounted for (See TD upgrades). Better execution would just be to have infantry research branch into two or three different ends, but the various infantry types already do this in a way.

      The subject of ammo, medical supplies, food, parts, guns are all covered by unit upkeep. This upkeep is what is rearming and refueling our units. This is why our units heal in friendly cities
      Yee Haw
    • Colonel Waffles wrote:

      I disagree with this idea. Research for equipment and ammo types is... very, very VERY specific in the context of CoN. An infantry unit is implied to have riflemen, Assaultman, anti tank missile men, snipers, medics etc. Small details like ammunition types are already accounted for (See TD upgrades). Better execution would just be to have infantry research branch into two or three different ends, but the various infantry types already do this in a way.

      The subject of ammo, medical supplies, food, parts, guns are all covered by unit upkeep. This upkeep is what is rearming and refueling our units. This is why our units heal in friendly cities
      I think it could work, even while keeping a lot of the abstraction in upkeep/healing that you've described. It just requires that resources have a physical presence on the map. This would add a whole new layer of strategy - and it could even help combat things like multi-account abuse.

      I agree in that I don't think munitions/ammo supply is necessary as a separate resource (although, they already are when it comes to warheads), but the other things - supplies, fuel, etc - could be represented by storage depots in cities and by transport convoys (trucks, ships or planes) that travel to where the resources are being consumed.

      All of that could be automated, so no player input required or complicated new systems to learn. When you start construction of a new building, for example, the resources stored in that city are gradually depleted according to the building requirements and the build-time, while the automated transport units start making their way from other storage sites to replenish the stock. You could maybe have some menu-sliders to allow you to choose how much of what you want kept in whichever location so that you could plan ahead with this a bit - I don't think that'd be too complicated for your average player to get the hang of.

      For resupplying units in the field, a similar principle would apply. Automated transport units bring resources as dictated by the unit upkeep to the nearest city to where that unit is stationed. If the unit is fighting/conquering territory, you would need to capture a city or build a supply depot in a rural province (the Combat Outpost and Airstrip already in the game could serve this function). Or maybe, you could even build a specialist Supply Ship unit that could accompany a fleet or an overseas army and serve as their supply depot. Units could have a "Supply" bar alongside their HP bar, which depletes over time - when it gets low, the unit starts to lose combat effectiveness and movement speed, but would replenish/stay full while stationed in a friendly city or Combat Outpost.

      Ships at sea could resupply by being within a certain range of a friendly city, or by taking a dedicated Supply Ship with them. Instead of an arbitrary "cooldown-timer" for launching missiles, they'd have to physically go and get more from a supply location (ship/city/depot); to take a L1 Ballistic Missile Sub as an example, if their supply location was less than 8 hours' sail away from their firing position, they'd get a quicker cooldown than they do now (16 hours) - if it was further away, the cooldown would be a bit longer.

      The point is, having resources physically represented on the map allows players to disrupt each other's economy (and battle plans) in a real, more tangible way. You could blockade a country's ports, attack their supply convoys, bomb their depots. The Embargo feature for diplomacy could make a return and actually have a proper effect - because embargoes could actually be enforced militarily. You would be able to see what people were doing, or planning to do, by observing their supply network. You could even have it so that buying resources from the market required those resources to be shipped from the seller to the buyer, giving a bit of a time-lag and allowing them to be intercepted. You could also choose not to resupply certain units by deliberately cutting them off from the automated supply network - that way you could save the resources that would have been spent on their upkeep to, say, build something in your home provinces, at the cost of your unit in the field becoming less effective (another strategic choice).

      It would introduce quite a lot of map-clutter, I suppose, and that is a downside. And it would fundamentally alter the nature of the game, changing it from what is now mostly a tactical combat wargame with a little bit of advanced strategic planning, to something that is more balanced between the two aspects. But I think it would be good and it could work. But I totally accept that a lot of people like the game as it is and don't want to see such a big upheaval. It's just an idea, anyway.
    • Kalrakh wrote:

      1 ASF contains hundreds of individual fighters

      As always, if you want to care about supply lines, you should try out game like HOI 4 :)
      that would be too much over estimated. i think it just a small fleet of its, 5-10 i think would fit nicely.
      also fuc HOI that game is TOO MUCH

      in the regard of the thread idea.. yeah it sounds TOO complex. but i believed there are ways to fit in CON but i see no prioritize for now
      the best i could think off is just, if the province don't connected to other friendly province pathway down into homeland or some sort of supply center building the units will slowly lost strength
      This post was made by Leader of the Church of ROAD
    • playbabe wrote:

      Kalrakh wrote:

      1 ASF contains hundreds of individual fighters

      As always, if you want to care about supply lines, you should try out game like HOI 4 :)
      that would be too much over estimated. i think it just a small fleet of its, 5-10 i think would fit nicely.also fuc HOI that game is TOO MUCH

      in the regard of the thread idea.. yeah it sounds TOO complex. but i believed there are ways to fit in CON but i see no prioritize for now
      the best i could think off is just, if the province don't connected to other friendly province pathway down into homeland or some sort of supply center building the units will slowly lost strength
      A L1 ASF has a manpower of 425, I no believe you need 400 people for 10 jets :)

      I can't say I enjoy HOI 4 myself, combat AI is awefull, but developing your country is fun
    • Kalrakh wrote:

      A L1 ASF has a manpower of 425, I no believe you need 400 people for 10 jets
      I'd always assumed that each aircraft unit represented a squadron. In the British RAF, a squadron is 12-16 planes and about 200 personnel (according to Google!), which fits more-or-less with CoN's representation. Not all of the planes are deployed all at once on a single mission (obviously!), so when you're sending your ASF unit out to attack something you can assume there's maybe 4 or 5 actual planes flying out?

      Not that any of this makes any difference to anything... but yeah.
    • The core philosophy of CoN is not about small but about big warfare, even special forces are not a small platoon but a huge company of 1000 men. :)

      I believe the personal on the ground is represented by the manpower required to keep your units running (upkeep), because there are hardly dozens of people dieing all the time because of accidents.
    • Kalrakh wrote:

      The core philosophy of CoN is not about small but about big warfare, even special forces are not a small platoon but a huge company of 1000 men. :)

      I believe the personal on the ground is represented by the manpower required to keep your units running (upkeep), because there are hardly dozens of people dieing all the time because of accidents.
      Just the casualty figures alone confirm this.
      *** The Creator of Zombie Farming ***
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      "Death comes to us all. Shall I deal you in?" - DoD