(11-05-2015, 07:40 AM)ComradeP Wrote: Everything being linked to quality makes the system both simple and complicated, cutting some of those links would have a direct effect on something else as well. That's what makes balancing so tricky for these games.
In the majority of the wargames I've played (if represented) fatigue, experience and ammunition influenced combat value but did not by themselves have a negative effect, but in these games everything is linked and combined into bonuses/penalties.
Abstracting fatigue into something else than an effect on both firepower and quality would be challenging with the current system.
I guess cutting the link is what I am suggesting then. At least cutting it for a certain amount of time. Both would affect combat still but one would 'react' slower than the other.
My thoughts were that quality is a measure of training, experience, morale and fatigue is a measure of physical tiredness and unit cohesion, or they are mostly measures those things. A better trained unit doesn't lose those things just because they are tired or in combat for a number of hours in a row. They may lose unit cohesion but not their training so quality should not change as fast as fatigue but over time it could be permanently affected if you don't pull units out of the line and really rest them. Basically if you want to always lead with the same units their quality may be permanently reduced.