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Old March 31st, 2011, 01:58 AM
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Fallout Re: Helicopter Ammo reload

From the AI game play point of view, I'm a propionate of ammo units as in "real life" being a part of the make up of my units, I've personally found over the years and across the patches I do pay a "reload penalty" in the the amount of turns regardless of the units experience level between fire missions for my artillery units is in the area of 1.5 to 2.5 turns. Given modern tech in rate of fire and reload capabilities this would seem reasonable as is in the game now and on par with any off map arty being used. The only advantage is sometimes my on map units might shoot longer. This is many times negated by the fact that the AI really doesn't like on map arty very much and you'll pay the price if you don't "shoot and scoot" which within the game is again a limiting factor as you pay a "movement penalty" as well.
With helos (tanks etc.) and ammo resupply even with experienced units I've seen this process take a min. of four to five full turns on average and it always seems it go from machine guns to ATGW in order of reload, also that's with no other units in the hex.
Maybe PBEM games play differently, but sometimes I feel as though we're talking about two different games within the game. And this is not a knock, I just don't have the time to devote to a PBEM game and god knows it's hard enough to get an AI game in these days. If I could change one "major" item in the game and had the smarts to do it, it would be to let the AI buy ammo units if it chose to, for at least it's armor and on map arty.
From a Player vs. AI prospective I think it works well as is, because in real life ARCHER, CAESAR, PALIDAN and others are paired with ammo carriers (And have automated reload systems and can still fire.) and also can fire, move and fire again in 30 to 45 seconds. This will only open up another can of worms of real life vs. game reality. And I don't enjoy fishing as much I used to anymore.

Regards,
Pat
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