Showing all 118 replies.
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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
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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>>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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>>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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>>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
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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>>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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>>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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>>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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>>2341490
>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.
this was pretty shit as the various starbases are the most expensive things to build. MOO1 had more streamlined mechanics.
>>2339788
Themepark and Rollercoaster Tycoon and SimAnt.
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File: spellforce 3.jpg (256.7 KB)
I think it's kinda sad and funny that Spellforce 3 technically had supply lines, as in workers had to move resources from storage to barracks and such, but it was just a complete non-factor to the game. No one cared.
I hope the guy who programmed that part at least had fun unwinding his autism.
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>>2355650
It was technical limitation(and battle system too) but after some time I get used to it and finally found myself liking it as it introduced more strategic choices aka when to introduce new ship models.
You could even justify it with some fluff if you really want it.
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>>2358911
Shadow Empire "logistics" is just making sure your troops stay on the green tiles and pumping up your supply depots. It's as simple and uninvolved as it gets. And yes roaming bands of turtles being able to claim your territory (keep in mind a single tile is supposed to be hundreds of square kilometers) is just retarded design.
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>>2339788
Foxhole
>The entire game is about providing proper support and supplies
>Everything is pure improv and ad-hoc measures
>Without logistics, you lose the war
>But nobody cares about logistics, including people handling them
>The side with better logisticians and ad-hoc measures wins
Nothing comes even close to this game.
t. 7 years as a quartermaster, including two tours overseas
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>>2360336
No, I'm just doing my part. This is the fun version of my old job and that's why I keep playing at all. I don't even bother to communicate in-game or via some 3rd party communication, which in my experience adds to the fun - you are just handling your little pet project or making sure the frontline doesn't collapse.
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>>2339890
This. Even supposedly in-depth games like war in the pacific admiral's edition which is all about operational
level and logistics uses generic "supply" and "fuel". You have a pool of "devices" which magically teleport from untouchable extradimensional storage for the units when they sit at bases with enough "supply" mana.
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>>2339788
What would be a good middle ground between micro-management and macro-management in the logistics mechanics of a strategy game? Asking for a friend.
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Terminator dark fate defiance on tactical logistics level. Each unit has ammo supply, vehicles have fuel. Skynet has infinite supply, so each mission is race against time as you have finite fuel and ammo supply before you run out. So it kinda fits lore of resistance fights skirmish battles to raid or steal stuff and retreats back from termies.
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>>2360290
There's definitely logi clans that do give a shit, they just tend to be smaller.
I remember running with one on the collies side for a war, pretty nice guys, got to drive a train across the map to deliver to front line hexes, clan leader was a 50 something doing his best to make sure everyone had a good time.
I'm pretty sure we lost that war but it was still a good time.
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>>2341462
You mean the same Gary Grigsby game where you take one turn to do a HQ build up near the Dvina river and then panzerball your way north east to take Leningrad by late August? Then rinse and repeat to take Moscow by late September? Finishing off the last Russian VPs before the first snow falls?
And that's just in your second campaign when you have taken the time to read the manual.
Yes. So realistic.
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File: ŽCG_461_039_with_IC_Beograd_-_Bar_at_Lutovo.jpg (3.5 MB)
Are there any relatively casual resources for dummies (not massive books, I'm a bit retarded and lazy) to study in order to understand what exactly people want from logistics? Something that would explain what are the interesting challenges in logistics that, made into gameplay features, would please a reasonable amount of autists and result in something new and innovative? It seems like an interesting topic.
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File: 1.jpg (1.3 MB)
I've been playing a couple of American Civil War games with logistics. The main takeaway is that the developer has to decide whether to make it tedious or unrealistically simple.
>No Greater Glory
plays like a grand strategy. It has logistics but it requires that the player micro-manage the delivery of "Supplies" to a corresponding number of "Troops" which eats up a lot of time. You can simply leave troops with an insufficient amount of supplies, but they will instead appropriate them locally causing your side's popularity to take a hit in whatever region they're in. Clearly the developer knew logistics was a major difference between the two sides (the Confederacy produces fewer supplies, while the Union can be oversupplied by 1862), but they didn't implement this very well as a gameplay mechanic because it takes so long.
>Ultimate General: Civil War
I assume more people know about this one, this game by the Darthmod guy. Much simpler mechanic, but at least it exists - it's a supply cart unit that is commanded around the battlefield just like any other unit with an area effect that resupplies either/both small arms and artillery. You can capture the enemy's supply carts and use them for your own purpose - which I enjoy doing with cavalry raids - and watch the enemy run out of bullets. Some battlefields are so large that you effectively have a "supply line" where you may have to risk moving a supply cart to a flank that's much further away - again I like that kind of consideration. Much less tedious, but it is a bit too simple.
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>>2339890
Openxcom extended would like to know your location
Though seriously oxce had immense potential here, limited resources for funding, alloys, alien resources, and even time, training, ect. Often you need to trade resources for others, hoping it will be a net benefit
Piratez mod as insane as it is, has tons to manage. Research, weapon supply lines, soldier recruiting, air combat, and getting items to further increase all of that can only be gotten from nasty missions.
To all the people saying resource management is basic bitch, I'd try oxce with mods and see if you still feel that
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>>2392191
Let me get this straight:
You aren't asking for a preliminary read on logistics.
You are asking for a preliminary read on why people find logistics interesting.
... on scale from 1 to (You), how autistic are you, exactly?
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I played demo of this https://store.steampowered.com/app/3738890/Frontline_Logistics_Isarian _Warfare/
It's pretty autistic and leans into more realistic thousands for bullets per enemy combatant killed. You will need to resupply them with ammo, cook meals at the base, evac the wounded.
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>>2403754
Maybe I worded that poorly, I'd like to know logistics in enough detail to be considered knowledgeable by most autists. I haven't seen too much of a community of people for whom logistics is the most interesting, or among the most interesting aspects of war, so I don't know what they want to be done better, what aspects are missing that they think are crucial and what they think would add to their enjoyment of a game.
Finding out why people like certain aspects of logistics should come naturally to me and figuring out how to make game mechanics out of that would be my own responsibility.
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>>2412679
Logistic it's just additional management of resources.
It can be important when you and enemy both decide which forces get reinforcements, which get new toys, and which stuck with rusty thing and pray for holding enough long.
It can be completely annoying bullshit when ony you need to micro while enemy just ignore rues. It's reason why shadow empire have so much hate - player need to waste shittons of resources, efforts and time to build something at least half decent with retarded supply system while ai have roads for free and not care about bullshit with logistic.
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>>2392191
Meaningful choices, and clear consequences.
The specifics are going to depend on scale and setting. But trains and trucks or whatever the equivalent is should each have their place and figuring out how to optimize for the situation while not constraining the future or wasting resources. should be the puzzle to figure out
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>>2412679
Any book you read will make you more knowledgeable than most autists, but when it comes to video games tasteful selection of detail is more important than realism so you're better off looking at other games with a focus on logistics like Factorio or Star Citizen. I think the most important thing to understand is that logistics in these games is fun because it's mechanically detailed and problems don't have immediate solutions, but also because the systems don't exist in a vacuum and the player is allowed to reap the fruits of their own optimization in other similarly detailed systems.