Total Conflict: Resistance

Total Conflict: Resistance

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Logistics, equipment, production and dispersion is a nightmare
Let start off by saying that I love that all elements of a logistic production is in this game. I think it's super important that you have to construct ammunition, weapons, vehicles, food and supplies.

However the way the game handles this is absolutely exhausting.

As a new player I almost refunded due to sheer micro-managing required to keep track of your supplies and equip your squads. It's possible I'm missing some shortcuts for automation or ease of access.

Please, there has to be a better way for this to all come together. Something more automated but with the background of having control of the logistics.
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When starting a new game, putting 'resource management' to easy will only make you have to do the logistical aspects for your units.

As far as the rest is concerned, i simply dump all stocks to my capital, then disperse the ones that my other cities's garrisons need as required.

Most units you start with have a lot of different weapons, which is confusing and oftentimes not even useful, so i disband them and make new ones with a single standardized rifle or pistols for police garrisons, then sell the rest of the stocks i dont want to keep to the market. This removes a lot of the logistical hassle.
Yeah, this is a military simulation. You should try handling it as a member of High Command. You gotta check the troops are fed, then there is morale to take into account, then the propaganda department, then the other minor things like The Internet, and the security of the base, what is the condition of the gunpowder of the ammunition since waterlogged ammunition does not fire.

Are the missiles and the rockets still working, the quality of the new recruits, because they are not just a statistic and a number, their culture, the national composition of your army, special conditions on when to send the troops home, and when to bring reserves in, political funding, backup resources, where is the supplier based, and will you get supplied? Are they reliable? Did they poison the food? A lot of things to coordinate.
Should you discipline a member of the group this way or that way? Are they up for court martial? And then there are the regular checkups on their current psychology. Many things to consider.
Ursprünglich geschrieben von Mandalore: John:
Yeah, this is a military simulation. You should try handling it as a member of High Command. You gotta check the troops are fed, then there is morale to take into account, then the propaganda department, then the other minor things like The Internet, and the security of the base, what is the condition of the gunpowder of the ammunition since waterlogged ammunition does not fire.

Are the missiles and the rockets still working, the quality of the new recruits, because they are not just a statistic and a number, their culture, the national composition of your army, special conditions on when to send the troops home, and when to bring reserves in, political funding, backup resources, where is the supplier based, and will you get supplied? Are they reliable? Did they poison the food? A lot of things to coordinate.
Should you discipline a member of the group this way or that way? Are they up for court martial? And then there are the regular checkups on their current psychology. Many things to consider.

Look I don't disagree with this at all... in fact I want to do all that stuff.

I just think there REALLY needs to be a better more fluid way of handling this stuff.

The way logistics are produced, dispersed and handled is absolutely archaic in design. Almost everything require an extra click or two here or there for no reason or multiple windows or units exchanging.
Ursprünglich geschrieben von Mandalore:
Yeah, this is a military simulation. You should try handling it as a member of High Command. You gotta check the troops are fed, then there is morale to take into account, then the propaganda department, then the other minor things like The Internet, and the security of the base, what is the condition of the gunpowder of the ammunition since waterlogged ammunition does not fire.

Are the missiles and the rockets still working, the quality of the new recruits, because they are not just a statistic and a number, their culture, the national composition of your army, special conditions on when to send the troops home, and when to bring reserves in, political funding, backup resources, where is the supplier based, and will you get supplied? Are they reliable? Did they poison the food? A lot of things to coordinate.
Should you discipline a member of the group this way or that way? Are they up for court martial? And then there are the regular checkups on their current psychology. Many things to consider.

Does AI manages anything?
I though so....
Ursprünglich geschrieben von Fewher:
Ursprünglich geschrieben von Mandalore: John:
Yeah, this is a military simulation. You should try handling it as a member of High Command. You gotta check the troops are fed, then there is morale to take into account, then the propaganda department, then the other minor things like The Internet, and the security of the base, what is the condition of the gunpowder of the ammunition since waterlogged ammunition does not fire.

Are the missiles and the rockets still working, the quality of the new recruits, because they are not just a statistic and a number, their culture, the national composition of your army, special conditions on when to send the troops home, and when to bring reserves in, political funding, backup resources, where is the supplier based, and will you get supplied? Are they reliable? Did they poison the food? A lot of things to coordinate.
Should you discipline a member of the group this way or that way? Are they up for court martial? And then there are the regular checkups on their current psychology. Many things to consider.

Look I don't disagree with this at all... in fact I want to do all that stuff.

I just think there REALLY needs to be a better more fluid way of handling this stuff.

The way logistics are produced, dispersed and handled is absolutely archaic in design. Almost everything require an extra click or two here or there for no reason or multiple windows or units exchanging.
They should have an Adjutant system. With a different system for you to mix and match per adjutant. Different reponsibilities.

I did this in real life when I was on deployment overseas from Southeast Asia.
there could be some quality of life things like when hitting resupply button game looks for the stuff in all the towns and sends trucks instead of forcing you to go trough your inventory and manually get every nut and bolt.
Ursprünglich geschrieben von Catteus Of Mars:
there could be some quality of life things like when hitting resupply button game looks for the stuff in all the towns and sends trucks instead of forcing you to go trough your inventory and manually get every nut and bolt.
There are too many nuances to the system you propose... For example, capturing a city during rearmament; deciding where to take arms from when conditions are equal; what to do if a battalion is destroyed or disbanded during arms delivery, etc...
Zuletzt bearbeitet von Nash_Bridges; 11. März um 21:36
Ursprünglich geschrieben von Nash_Bridges:
Ursprünglich geschrieben von Catteus Of Mars:
there could be some quality of life things like when hitting resupply button game looks for the stuff in all the towns and sends trucks instead of forcing you to go trough your inventory and manually get every nut and bolt.
There are too many nuances to the system you propose... For example, capturing a city during rearmament; deciding where to take arms from when conditions are equal; what to do if a battalion is destroyed or disbanded during arms delivery, etc...

Respectfully the whole UI and way building/supplying/equipping needs to be more streamliend.

ie; Hovering over a city should open a building menu directly or production menu etc.
What I think is really missing is the graph (With interaction: modified the quantity sent) of the weekly convoys. When you launch convoys in auto delivery, you quickly forget how many resources you are sending to such and such cities, which can be a problem when you have a large territory.
Ursprünglich geschrieben von Catteus Of Mars:
there could be some quality of life things like when hitting resupply button game looks for the stuff in all the towns and sends trucks instead of forcing you to go trough your inventory and manually get every nut and bolt.
From what I see the game kind of does that. On easy logistics; vehicles, weapons, uniforms, and attachments are required to be sourced from the settlement your battalion is stationed in. Ammo however can be stored anywhere and hitting the rearm button for a battalion brings it automatically to said battalion from anywhere in the game world. Hitting the supply button on the supply section of a battalion also does this (although it may bring in more ammo then is necessary, and I don't know if this ammo is used as a type of "reserve" or not).

Oddly enough this is not the case for garrisons. Whether its local police, or extra units of militia etc. ALL items are needed to be stored locally. Repelled an attack that your garrison fought in? You will need to send ammo to that settlement in order for those men to rearm.

I think for simplicity sake there should be three logistic levels: Easiest where EVERYTHING is transferred automatically whether to battalion or garrison (just imagine the trucks). Medium where all non-military items are transferred automatically. And Hard where you have to do everything for everyone. Can't imagine many picking that last one but, hey, you do you.
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