Bunkers from a resource allocation perspective. - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Tiller Operational Campaigns (https://www.theblitz.club/message_boards/forumdisplay.php?fid=11) +--- Thread: Bunkers from a resource allocation perspective. (/showthread.php?tid=58361) |
Bunkers from a resource allocation perspective. - LBouton - 03-12-2011 Just finished reading the campaign notes for the new game Tunisia '43. I recognize that the way "bunkers" are included in the game meshes very nicely with the existing game system - including some percentage value of a bunker being built over some period of time. Not wanting the whole of tunisia to be turned into a bunker, that value is set low so that it takes quite a while to build a bunker. With this system, however, you don't always get the bunkers where you really, really, really want them. Sometimes you order your engineers to build a bunker and voila, a bunker appears very quickly. Other times, they build and they build and they build... and they build. Very much in the same fashion as bridges and minefields. Made me wonder if there was a mechanism where players could accelerate the process in a limited number of cases by apply some limited "resource factor". It would be a scarce (very scarce?) resource so you wouldn't be able to build bunkers everywhere, but you would be able to guarantee an outcome within a set period (afterall, no matter how many resources you apply, the concrete has to dry etc). This allow players to prioritize among "bunker" projects. Yeah, might be going a bit far outside the confines of the game system but its a thought. Just a thought. Larry RE: Bunkers from a resource allocation perspective. - Ricky B - 03-12-2011 Although not quite what you are suggesting, with the ability to allocate your engineers you can put the needed resources into a critical spot and get a bunker position built more quickly. Your idea makes sense, I can even see "bunker" points tracked and allocated similarly to arty mines in the Modern Campaigns, but I am not sure there is enough to it for it to be pursued. Still an interesting idea. Rick RE: Bunkers from a resource allocation perspective. - LBouton - 03-12-2011 I guess an idea that has been previously discussed would be the ability to alter the probability given the more resources devoted to the task (i.e., more engineers in the hex improves the probability). Still, given that there is a fixed time involved in the task, you wouldn't want to have a big pile of engineers running around the board building bunkers in an hour (economies of scale do have limits). Larry (03-12-2011, 02:55 AM)Ricky B Wrote: Although not quite what you are suggesting, with the ability to allocate your engineers you can put the needed resources into a critical spot and get a bunker position built more quickly. |