Thread #2339788
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What strategy game has the best logistics mechanics?
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>>2339788
Doesn't exist. Strategy game uses gray goo supply that magically converts. Needs real inventory.
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>>2339788
That’s a Napoleon quote.
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>>2339788
Mechanically wise? DW2.
There's stations that mine resources, there cargo ships that deliver resources to shipyards and planets. If you lack of critical construction resource, like polymer - you fucked, if you don't want roleplay until independent trader will sell you a little amount, better just restart.
But gameplay wise there not so much to play with logistic, since civilian sector is fully automated (except certain cases).
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>>2339788
Factorio
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vulva command 3
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>>2339904
What is dw2 at all
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>>2339970
Distant Worlds 2
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shadow empire
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>>2339980
Most retarded logistic i see ever.
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>>2339788
Zeus: Master of Olympus
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>>2339788
Settlers
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Evil genius
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>>2339788
None of them, because beyond a very basic point, every strategy game not purely about logistics itself breaks under the strain of actually having to distribute supplies logically and helpfully and breaks horribly. Disappointing, but I've yet to see any war game that doesn't try to solve the problem through hard-micro, or an ultimately sub-par system.
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>>2339923
Factorio is too deterministic. It's more about producing things
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>>2340071
I think you get a better idea of logistics through the "producing things" genre.
Things like graveyard keeper, my time series, Minecraft, stardew valley et al teach the user more about logistics than RTS games which is more about basic resource gathering for units. Some games include things like upkeep.
People want a more nuanced and visceral connection to every thing. Their sub conscious craves drama. I've been trying to deconstruct these games in a more symbolic/metaphorical manner. And when you look at most RTS it's a very crude gameplay loop.
RTS I think is more directly inspired by board games than any other genre.
Space station 13 , among us, and similar games also teach logistics pretty well.
>>2340069
You can only make a game so complex. The very high entry point to games like the guild, crusader kings attest to that. People want a simple fun gameplay loop.
Making strategy based off of zachtronics opus magnum turns a lot of people off.
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>>2340133
>crusader kings
>high entry point
lol
lmao
lmfao
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>>2340139
>to be fair, you have to have a pretty high IQ to understand the Crusader Kings series. The strategy is extremely complex, and without a solid grasp of medieval history and logistics most of the gameplay will go over a typical viewers head. There's also the Catholic churches BASED outlook, which is deftly woven into the game-its personal philosophy draws heavily on romantic visual novels, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depth of the gameplay, to realize that they are not just fun- they represent something deep about LIFE. As a consequence people who dislike Crusader Kings truly ARE idiots- of course they wouldn't appreciate ,for instance, the enjoyment of producing an heir to continue your gameplay, which itself is a cryptic reference to Turgenev's Russian epic Fathers and Sons. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Paradox Interactive's genius design unfolds itself on their computer monitors. What fools...how I pity them.
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>>2339987
filtered
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Starcraft
>need a carrier
>warp in a carrier
>need a zergling
>spawn in a zergling
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>>2340186
they need to fix terran.
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>>2340069
To add on to this, pure logistic games are of course good at logistics, but more relevantly, the aim is different. You're just making and moving things. If you create a bottleneck or you try to demand more than you can supply, it's no big deal. You've lost some resources doing something unnecessary and productivity/profits drops and that's it. And you can solve it by building more stuff. Some games have PvE, but the destructiveness and unpredictability of combat is just a sideshow.
Meanwhile, in a war-game if your logistics can't keep up, it's a disaster. The consequences go more beyond than just being able to transfer less stuff than you should have. And then there's more complexities. Say a bottleneck happens or a link gets cut off. What is the AI to do? It could try to route around it but perhaps a human would prefer not to waste their precious few trucks on slowly crawling through rough terrain. Perhaps the new route area is crawling with enemies that will interdict your supplies. Maybe the new route is a bizarre and incredibly circuitous route. Maybe a new route has zero problems whatsoever and you never even notice that 10km of your high-speed low-drag rail link is actually a bunch of men with M3A4 hand carts.Of course Paradox games tend to abstract such things away but whatever.
Maybe there is no problems with your network, but you predict Front A needs less supplies and you can safely shunt supplies to Front B but how will you know how much to cut and when? There is guaranteed to be no tools to help you predict and plan ahead. In reality such things would have hundreds of human brains working on the task but in-game there's just the player and whatever AI tools the developer bothered to make (usually none).
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>>2339788
Foxhole
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>>2339788
RRT2, followed by Foxhole, followed by RRT3
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>>2339788
The question is: is Derail Valley a strategy game.
If so, then that's it. It's the closest to having all the real life logistical obstacles when moving cargo from point A to B over rail
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Nobody mentioned Wargame?
I bet no other real-time strategy game series has almost 40 distinct supply ground vehicles, not to mention supply helicopters
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>>2339980
idk the right answer but this is certainly the wrong answer
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>>2341391
Bcs amount of supply vehicles doesn't mean good logistic, they all carry mana.
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>>2341396
>they all carry mana.
yeah I hate games where you mine mana, deliver that mana to mana-refining buildings, and turn it into mana to be consumed by units
or maybe that's just a stupid term
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Board aint gonna like it but any Gary Grigsby Game
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>>2341368
not a strategy game, it's a war sim game
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>>2339788
Master of Orion 2. You just build invisible freighters and each unit can carry one food from a surplus food planet to a deficit food planet. 5 freighters can also move 1 colonist from a planet to another. Other than moving colonists, you don't need to fuck around with freighters. Heck, you can transfer colonists using the colony management screen. Warships cost command points. You get command points by building starbases. You get more points by upgrading starbases, and communications tech. If you exceed the available command points, you have to pay cash every turn.
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>>2341373
That's not logistics though, it's a cool work simulator. Logistics would be the guy who prints the work orders.
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Foxhole.
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>>2342470
Disagree. Foxhole is proof that anarchy doesn't work.
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>>2339788
Probably Dominions for the emergent aspects of its logistics via the gem economy. No other game lets you industrialize the summoning of broken deities from a prison dimension. Or has wars that are fought over control of the sun.
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>>2339788
Frontline Logistics: Isarian Warfare
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>>2342475
Have to disagree.
Its usually due to the logi Regiments that everything doesn't collapse first day.
Niggers build train and shipping networks that can be vast end game.

The side who can make an efficient logistics wins always.
And quickly exploit conquered resources.
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>>2341478
>t. never played Foxhole
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>>2344996
>Btw, I only ever played like 3 games
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>>2341496
>t. clueless retard faggot who thinks logisitics is just spreadsheets
... and then you find out your army isn't using forklifts
... but only after making a delivery
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>>2352785
>>2352788
>>2352790
are you okay
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>Ctrl+F
>Foxhole mentioned
>Derail Valley mentioned
Genuinely surprised. I thought PDX is just brain-dead PDX drones
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>>2339788
While the logistics in games like homm3 don't make sense in an immersive sense in the small scope, the importance of them in your overall strategy makes it immersive in a broader scope.. until you get dimension door.
Like a hero chain moving troops to one end of the map to the other, smaller scope it doesn't make sense that the pikeman could walk 5 times longer because he jumped into the inventory of the next hero of course.

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