Quote:
Originally Posted by salmo
Ideas:
SUPPLY
Based on the amount of oil a side has.
Increase supplies
1. Ships arriving at a port increase oil supply. Truck convoys arriving at airfields increase oil supply at airfield (oil is anaogist for fuel)
2. Amount of oil held by the side infuences aircraft production rate (at factory objects) & amount of fuel for planes (fuel storage object) at each airbase.
Decrease supplies
1. Destroying factory objects reduces aircraft production rate. Destroying fuel objects at airfields reduces available fuel at that field.
Aircraft
Production rate
1. Affected by number of factory objects & amount of oil side has supplied.
2. Factory production consumes X amount of oil to produce a product (aircrfat/ship/tank).
2. Need a methodology to distribute new aircraft to airfields. (a) AI fly from rear airfield to operational airfield? (b) some type of truck convoy delivers them to operational airfields? (c) they just 'automatically' appear at operation airfields?
3. Do factories produce new ships as well as aircraft? remember in time we'll have the Russian front, so do factories produce tanks as well (future option)?
Fuel
1. Fuel objects at airfields resupplied by truck convoys. Affects how much fuel aircraft can take. Fuel loadouts reduce fuel at that airfield.
2. Fuel tank objects could regenate over time, maybe at a rate proportional to amount of oil the side has &/ number of workshop objects at the airfield?
Damage/wear
1. 'Persistent' aircraft states. Aircraft spawn in previously worn state from previous missions. Workshop objects at airfields affect the rate of 'repair' of worn aircraft?
2. Crash landed aircraft, with minimal damage, returned to game after a short period of being repaired.
3. Aircraft assigned to an airfield, but not on a mission, appear as static (or Ai aircraft with no fuel) at that airfield & thus can be destroyed.
4. Damaged (crash landed) aircraft appear as static (or Ai aircraft with no fuel) at home airfield until repair by the workshop.
Aircraft losses
1. Both static/stationary aircraft at an airfield & airborn AI or player aircraft destroyed count as lost aircraft.
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Thanks for the ideas!
I like almost all of them and will add them to the wishlist, even though I think the more advanced "economic" stuff may have to wait for version 2.0

I was thinking in the way that the supplies delivered by ships would be used to sustain production, but maybe in a rather crude way - like that you need x amount of oil and steel each week to maintain 100% production with some generic formula how it decreases if you can not accomplish that?
And regarding the distribution of new planes I thought about some overall menu listing all squadron at the end of a day where you see red numbers behind the squadrons thar need replacements of both planes and pilots. Then a total of produced planes that day and two buttons behind each squadron in need with "fully resupply", and just a plus to "add one plane to this squadron". It should naturally automatically add the type of plane type the squadron uses. That way it would only be one screen to handle this part.
I really like the damage/wear section as that was an important supply of repaired planes that the german intelligence did not realize the importance of! Maybe as a summary in top of the resupply page with the number of new planes and the number of planes repaired at central facilities that the base mechanics could not fix?
It's so much one could add, and really not that hard for many of those ideas if the game is designed with it from start...
/mazex