View Full Version : Manpower vs munitions and fuel.
11th Aug 06, 5:50 AM
I find continuously when I play that I'm always extremely short of manpower with excesses of fuel nearly always and occaisonal excesses in munitions. The last game I played resulted in me having nearly 900 excess fuel, because I could only afford the manpower to field 3 shermans the entire game.
Should manpower points generate at +4 or +5 rather than +3? There's just no way that I can actually spend the fuel I collect in a close 1on1 because tanks require massive amounts of manpower while costing little fuel relative to fuel income. In addition to, or instead of my above suggestion maybe vehicles should cost more fuel and less manpower? Something like increasing fuel cost by 10 for every 30 points of reduced manpower? For example a sherman might cost 110 fuel and 360 manpower instead of 420/90.
Anyone elses experiences similar?
11th Aug 06, 5:58 AM
Yeah, I almost always have a huge surplus of fuel at the end of a game as Allies. As Axis, not so much.
I wouldn't say make them cost more fuel and less manpower, though. When you first get tanks, you usually don't have that much fuel. Making the fuel costs higher simply means you'd have to spend the manpower on other units while saving fuel, and run into the same problem.
The fuel surplus is an interesting phenomenon, though. It's not constant... I find I don't have it when I'm losing ;)
11th Aug 06, 6:01 AM
I usually run out of manpower before running out of fuel. Munitions are no problem, I always find a nice target for an off-map artillery strike.
I'd like to see considerably less fuel points in more central locations on the maps and those giving considerably more fuel, forcing the players to fight for them.
Maybe they should also only give fuel when a listening post is build upon them?
Infantry battles are simply so good, I wouldn't mind going with less tanks.
Just make sure the command tree tigers are restriced to 1 per player.
11th Aug 06, 6:01 AM
As axis I expect that's because they have the flak panzer which enables them to stop buying infantry for the purpose of anti-infantry and spend it on armor. No such luxury as allies.
11th Aug 06, 6:03 AM
Look at it this way, the fuel you have is the fuel the Axis doesn't. But yeah, you're swimming in fuel and munitions (which I don't advise trying) by the end. It's not too bad since you can easily burn through munitions with some special abilities. 2-3 Calliopes firing their barrage empties me out rather quick.
11th Aug 06, 6:18 AM
I find that the more I play, the less overflow of resources I seem to get
11th Aug 06, 6:22 AM
I always manage to find a way to spend my fuel. Never really have that much spare, even if I'm winning. It's true I usually have a man power shortage if anything though.
11th Aug 06, 6:27 AM
Well, Pretty much Everything in the game costs MP, with the other two not being required for certain units. I'd like to see tanks cost much less MP (meaning more infantry fielded) and much more fuel (maybe double to reduce tank spammage)
11th Aug 06, 6:35 AM
Personally, I'm hoping to see multipliers/modifiers for manpower/ammo/fuel points in the final release. That would mean we could have specific infantry spam games and tank spam games. Or perhaps this idea would be better suited to a mod...
11th Aug 06, 12:34 PM
I have more fuel than I need by the end game tot he point where i can swarm tanks. I never have too much munitions though. Even if I build up 500-600, I can use it up VERY quickly.
The amount of fuel you have is really map dependent though. St. Hillaire for instance is very fuel heavy. And Semois has munitions out the butt - there are 2 High munitions point on the map, it's the only map that even has High points!
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