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1776ZOOMSNIPE1911

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Hello
Most people in this forum are Wargame: Red Dragon veterans, and most of you are aware of the current state of resupply in Wargame.
For me as well as others, I find the resupply mechanics in Wargame to be arcade-like and unrealistic, for instance, you can capture enemy supply trucks which in turn can resupply your units. In real life the allies would not carry K98K ammo and clips, and there-fore would not be able to resupply German units. Another point of concern in Wargame is that your units only need to be with the "magic circle" that the supply truck provides.

For the purposes of authenticity, realism and immersion, I have the following recommendations:
  • Units should have to approach the truck to resupply
  • Trucks should show an accurate amount of ammunition/fuel/spare parts
  • Differentiate the resupply into fuel trucks / ammunition trucks / repair trucks (i.e. ARMA 3's system)
  • Trucks should carry specific quantity of gun ammo / cannon ammo / grenades
  • Provide an inventory system for infantry that allows you to organize how much ammo and grenades or medical supplies they carry
  • Have the ability to unload supplies from trucks into building to form caches (this also helps players manage the low quantity of motorized vehicles such as trucks
For artillery, I recommend the following system, German tanks and self propelled guns are typically paired with munitions panzers and half tracks. I believe if you spawn tanks and SPG's, they should be accompanied by their respective munitions carriers.

Munitions panzer alongside a panzer 3
tumblr_npjotxewqD1reg6u1o1_500.jpg


The above mentions inventory system would also allow for creative ideas regarding resupplying front-line units. The munitions panzer could load up with infantry supplies (panzerfausts, rifle ammo and grenades) approach the infantry in the front lines and provide them with resupply, whilst also being relatively safe from small-arms fire.

Munitions panzer reloading a panzer 4 Brumbar assault gun
c3cdf36868bbabe38422993895c7777a.jpg


It is also worth mentioning that munitions panzer also have hull mounted machine guns to repel infantry ambush, thus protecting the diver from switching sides (like Italy ;))!

Another use for resupply vehicles would be the ability to tow AT guns, field howitzers, Mortars and AAA. Alongside my inventory recommendation, Resupply vehicles would also be able to carry light mortars and static HMG's and MMG's. This would allow the player to establish a stronghold position on the map to ward off enemy attacks, perhaps with the machine gun fire pinning them and mortars shooting the suppressed infantry. This could be countered by the opponent using smoke grenades, smoke shells and flanking maneuvers.

My next suggestion to the resupply system is for tanks to have inventory as well. Most tanks where not provided (or provided with few) APCR and HVAP shells. I would suggest reflecting that in-game for example: a Sherman may carry 30 HE shells, 30 AP shells and perhaps only 1-5 HVAP/APCR rounds. This would encourage the player to actively consider which round to load and shoot as it may be their only HVAP/APCR round! Heat rounds which could defeat armor and infantry where incredibly rare in WWII compared to Wargame's cold ware environment
 
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I think that gameplay wise, what we have in Wargame works fine. But I'd say that the removal of fuel as a resource, or better still it being expended at a realistic rate, would be ideal.

Having separate haulers for ammo, parts, and fuel is also logical, though idk if splitting the transports would be a good move gameplay wise.
 
I think that gameplay wise, what we have in Wargame works fine. But I'd say that the removal of fuel as a resource, or better still it being expended at a realistic rate, would be ideal.

Having separate haulers for ammo, parts, and fuel is also logical, though idk if splitting the transports would be a good move gameplay wise.
I agree, but however I would feel that the added diversity would contribute to a higher skill ceiling, and thus a widened E-sports scene!
With increasing the skill ceiling in mind, the most beneficial change would be to have my above-mentions inventory system, which would provide the players with more tactical avenues to their victory in battle. The goal of my post is to help the developers avoid the pitfalls that where made in Wargame.
 
People already complain that the supply system in Wargame is useless complexity, and in areas like fuel consumption I definitely agree. Similar games that have tried to model resupply to a greater level than Wargame - like Men of War - are just a huge pain in the ass IMO. It's sheer idiocy that you're supposed to be the Colonel commanding the battle and ordering companies of soldiers around, while also being the guy passing out ammo magazines to your soldiers. You can't do it all, and if you try to it just sets your game up for failure.

As for the E-sports argument, I'll tell you right now: Steel Division isn't going to become an E-sport. I'm all for a game that is accessible and easy to get into, but difficult to master, with a high skill ceiling. But don't kid yourself about E-sports. This isn't Overwatch or League of Legends.
 
As long as we're playing as divisions, there's a lot of specialized repair equipment and engineer units that can be used in lieu of supply trucks with a healing aura. Maybe keep those for ammo and fuel only.
 
I think that gameplay wise, what we have in Wargame works fine. But I'd say that the removal of fuel as a resource, or better still it being expended at a realistic rate, would be ideal.

Having separate haulers for ammo, parts, and fuel is also logical, though idk if splitting the transports would be a good move gameplay wise.

The only unrealistic aspect is personnel replacements, and to a degree vehicle repair. I always assumed my supply trucks carried spare parts for my cyborg moto-schutzen. Personnel replacements and repairing armour in the middle of a battle does not happen, but the alternative is likely to be micro intensive and a good deal more clunky, even if more "realistic".

A possibility is to allow players to withdraw their damaged vehicles and repair them at a forward repair point something like a FOB. Infantry units of the same type could be amalgamated.
 
People already complain that the supply system in Wargame is useless complexity, and in areas like fuel consumption I definitely agree. Similar games that have tried to model resupply to a greater level than Wargame - like Men of War - are just a huge pain in the ass IMO. It's sheer idiocy that you're supposed to be the Colonel commanding the battle and ordering companies of soldiers around, while also being the guy passing out ammo magazines to your soldiers. You can't do it all, and if you try to it just sets your game up for failure.

As for the E-sports argument, I'll tell you right now: Steel Division isn't going to become an E-sport. I'm all for a game that is accessible and easy to get into, but difficult to master, with a high skill ceiling. But don't kid yourself about E-sports. This isn't Overwatch or League of Legends.
The goal is not to make the game more difficult, but to provide the player with more options for tactical play. Also I can't see how Steel Division can not be an E-sports game.
 
Why not take it a step further, manually loading up supply trucks before you call them in.
Need 50mm HVAP instead of 88mm HE? Too bad, that's realism.

What you're suggesting is pointless busywork, not depth.
 
It's a lot of busywork that adds a bizarre decision space for the game

Also, a game that's meant for competitive play is going to run around 30 minutes or so max and in that case making caches and such doesn't really make much sense.