Will there be any RAILWAY and AUTOBAHN structure? That would be great if it adds those Infra`s onto the game.
I know I will dislike the supply system and its effects on production. I do not have to play the game to know this, because we have seen the system and it has been explained.
Another concern that is less clear is what the effects will be on attrition. I do not know, but I am worried. How does manpower, units and attrition tie together? The attrition rates will have to be higher if they reflect the useage of supplies and fuel than what they would have been if they had reflected merely accidents, disease and desertions. Will this higher attrition be applied on the units manpower? Will my people die to fuel the units' movements? What would the effects be on the units experience then? Will elite units turn green by a relatively harmless movement if it is long enough?
I am hoping that the manpower component is kept separate from the equipment components of a unit, so that attrition will only be applied on the equipment. I would rather lose the realism of attition on the manpower than have the manpower sucked out to fuel the units. The manpower component could the be subjected to losses from combat such as land combat or bombardment, but shielded from the attrition from fueling vehicles and using ammunition, making it possible to have more choices than a stationary experienced army or a mobile green one.
I am aware that I am merely speculating!
I recently learned that Japanese soldiers in jungle areas were expected to feed themselves. That gave me a thought. The ability to control how much supplies a unit should receive, and how much food there is in a region. I think food and equipment should be separated.
I know I will dislike the supply system and its effects on production. I do not have to play the game to know this, because we have seen the system and it has been explained.
Another concern that is less clear is what the effects will be on attrition. I do not know, but I am worried. How does manpower, units and attrition tie together? The attrition rates will have to be higher if they reflect the useage of supplies and fuel than what they would have been if they had reflected merely accidents, disease, desertions and sometimes partisans. Will this higher attrition be applied on the units' manpower? Will my people die to fuel the units' movements? What would the effects be on the units' experience then? Will elite units turn green by a relatively harmless movement if it is long enough?
I am hoping that the manpower component is kept separate from the equipment components of a unit, so that attrition will only be applied on the equipment. I would rather lose the realism of attition on the manpower than have the manpower sucked out to fuel the units. The manpower component could the be subjected to losses from combat such as land combat or bombardment, but shielded from the attrition from fueling vehicles and using ammunition, making it possible to have more choices than a stationary experienced army or a mobile green one.
I am aware that I am merely speculating!
I recently learned that Japanese soldiers in jungle areas were expected to feed themselves. That gave me a thought. The ability to control how much supplies a unit should receive, and how much food there is in a region. I think food and equipment should be separated.
I think the fundamental issue is one of results, not theory.
I don't care if I pay for all the gas a tank uses at the moment of production.. or throughout the game. It's the same amount of black gold.
Of course attrition needs to include oil and spares.. but attrition is a fantasy anyway, you can say it includes whatever you want. The important part will be how the supply/attrition/other modifiers function as Germany invades Russia / Japan invades China / Allies invade France, etc. But we'll never have the ridiculous supply issues that never went away from HoI3! Now they're looking to tweak other modifiers to accomplish the desired outcome -- Total number of functional tanks, spare parts needed, etc.
I think the results of the new system will be very bad. As for theory versus results, I think the word You are subconsciously but obviously trying to avoid by speaking of theory is realism. I have not seen much discussion about theories in this thread.
You say You do not care whether You pay for all the gas a tank will use at the moment of production or throughout the game. It is the same amount of oil. Ehrm. No? It will for certain not be the same amount of oil. That is the whole point. Because not even the producer can know how much oil a tank will use because we cannot know when it will be knocked out and the game cannot know what we would have done with the tank during the span of its life, there is no telling how much fuel it will use in the future at the time of production. That is why it is better to exact the cost of producing the tank at the time of production and the cost of using a tank when it is being used. It is rather amazing how many people will stick their heads in the sand and deny this.
The oil cost at the time of production will HAVE to be some approximation of the weapons average lifespan and type of useage (stationary vs highly mobile). This is an inferior solution compared with measuring the oil consumption based on the ACTUAL way the weapon is used.
I don't care if I pay for all the gas a tank uses at the moment of production.. or throughout the game. It's the same amount of black gold.
I don't try to enforce my personal preference on the game.
It was mentioned previously by the devs (IIRC), we no longer produce supplies because, in effect that is a pointless exercise. We and the AI will always produce enough supplies for our units so to have to move a slider around or tick a box, press a button etc. to do this is just unnecessary. Add to that that in HOI3 mostly everyone had full supply and fuel stockpiles they have decided to abstract it out. The issue now is can we get those supplies (which includes fuel) to our troops by protecting those convoy routes and the infrastructure carrying them.
This applies to the naval units also. They do not run on fairy dust but supplies and if they can be supplied they can function fully as they have all the food, ammo and fuel they need. This however leads to the not so historical situations where the IJN and RM can carry on functioning as long as they have supplies regardless if they have lost access to oil resources. As a player you can either destroy the ships, knowing they cannot be replaced easily. Or you can destroy the infrastructure supplying them preventing them from functioning fully so in effect knocking them out.
even if you would have had the factory to build it and the fuel to operate it during its lifetime