Ok, I've read at least a hundred posts and don't have time to read the rest. Still, I want to give my opinion.
Fuel should be accounted separately from spare parts because this forces a player to make decisions, creating choices and 'fun'. Fuel considerations also enhance realism, immersion, and (again) 'fun'.
Realism: An armored brigade without spare parts will suffer increased attrition and gradually decreasing combat effectiveness. Even when they're down to their last tank, that tank will perform at its full capability. On the other hand, a brigade without fuel becomes immediately, 100% unable to move. The difference is as night and day. When a unit that didn't have spare parts suddenly gets them, it will take some time (days or weeks) to repair the tanks. A unit that was out of fuel will be at full capability within hours.
Strategy: The currently planned system forces the player to build no more fuel-consuming units than he can currently supply. As Germany, you can't anticipate capturing oil fields. If you don't already have oil, you can't build the tanks/planes/ships. That is not historical. In a competitive war (as this should be) one may not know the future of their strategic fuel supplies. Historically, Germany and Japan built military organizations that they could not fuel, even though they had plenty of spare parts. On the other hand, it would be entirely possible that a country could be over-cautious in this regard and build too few mechanized units, thus creating a less capable military and increasing the probability of losing the war. Don't take that decision away from the player! Let the player estimate how much mechanization he'll be able to support.
Plenty of games have trade-offs of realism at least this serious. But, I am not happy about this one because it appears so incredibly easy to remedy! When opinions are strong, why not bend to them? What's the real reason for not having a fuel resource?
Fuel should be accounted separately from spare parts because this forces a player to make decisions, creating choices and 'fun'. Fuel considerations also enhance realism, immersion, and (again) 'fun'.
Realism: An armored brigade without spare parts will suffer increased attrition and gradually decreasing combat effectiveness. Even when they're down to their last tank, that tank will perform at its full capability. On the other hand, a brigade without fuel becomes immediately, 100% unable to move. The difference is as night and day. When a unit that didn't have spare parts suddenly gets them, it will take some time (days or weeks) to repair the tanks. A unit that was out of fuel will be at full capability within hours.
Strategy: The currently planned system forces the player to build no more fuel-consuming units than he can currently supply. As Germany, you can't anticipate capturing oil fields. If you don't already have oil, you can't build the tanks/planes/ships. That is not historical. In a competitive war (as this should be) one may not know the future of their strategic fuel supplies. Historically, Germany and Japan built military organizations that they could not fuel, even though they had plenty of spare parts. On the other hand, it would be entirely possible that a country could be over-cautious in this regard and build too few mechanized units, thus creating a less capable military and increasing the probability of losing the war. Don't take that decision away from the player! Let the player estimate how much mechanization he'll be able to support.
Plenty of games have trade-offs of realism at least this serious. But, I am not happy about this one because it appears so incredibly easy to remedy! When opinions are strong, why not bend to them? What's the real reason for not having a fuel resource?
- 23
- 1