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Checkpoints and Outlying Fortifications

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Checkpoints and Outlying Fortifications

Checkpoints would be small fortifications at a point along a road, outside a city. The purpose of them would be to delay and hold up advancing armies, subjecting them to extended artillery fire. They would be a late game addition to the battlefield, and would only have a rather limeted influence on the battle.

I know the suggestion SOUNDS like trenches, which have already been suggested, but it isn't. They would be a mini-fortress only buildable in certain places outside a city. Outside the Old UI I can see their implementation being difficult but it could be done. Perhaps an enlargement of the visual province/city view window to include roads and such? With signs for neighbouring cities?

Checkpoints and Outlying Fortifications would have consequences as well as benefits. They would slow down any troops passing through them majorly, as soldiers have to pass through or go around the fortifications. They would be similar in cost to a fortress, and troops could be placed inside them, to further hold back enemy troops. These would benefit from a reduction in damage as the fortification itself takes damage, much like a fortress. One would also only be permitted to build one per province, so players must choose wisely.

In certain provinces, where roads split off into two parts, Checkpoints and Outlying Fortifications will cost more due to the extra amount of fortifications needed to cover the roads.

Costs

Figures for morale are the total amount of morale influence given, as is damage reduction. Included are the names for each level, changing as appropriate.

Level One 'Checkpoint'
£3500
1500 tons of Iron
Construction time: 1 day
Morale: +2
Damage: -20%
Travel time: +15%

Level Two 'Outlying Fortification'
£3500
2000 tons of Iron
Construction time: 1 day
Morale: +5
Damage: -30%
Travel time: +25%

Level Three 'Fortified Position'
£4000
3000 tons of Iron
Construction time: 1 day
Morale: +10
Damage: -40
Travel time: +45%

When fully upgraded, Checkpoints and Outlying Fortifications have a reasonable influence of province morale, as residents feel they are more protected. The fortifications would protect the troops inside, but no where near as much as a fortress at the same level. To begin, the increase of travel time is quite low. However, by the time the final level is achieved, troops are slowed down substantially.

Note: The 45% and other travel time increases apply to railroads as well. So, in a railroad equipped province, the 45% would be 45% of the travel time after the effects of a railroad have decreased the travel time. This means that railroads will suffer just greatly as a result of Checkpoints and Outlying Fortifications, aiding to further balance them.

I know similar things have been suggested before, but these are not trenches. Also, the Big List entry for 'fortifications outside a city' has no link, so I am sorry I could not post there.

If anyone quotes historical accuracy.

The idea for Checkpoints and Outlying Fortifications was inspired by the Belgian fortifications of Antwerp, Liege and Namur. Included numerous lines of outlying forts surrounding a central citadel. (The 'Fortress' upgrade represents the citadel, and the Checkpoints etc. the outlying forts.)

Comments?

Alternatives

Travel time effects

Here is another, alternative way of doing things. It changes the way travel time is increased; working much like a disembarkation point. There is a set time for units to pass the specific point on which the fortification falls. Say.. 2 or 3 hours? Or may a time changing according to the amount of soldiers passing through the fortifications?

However, I prefer the other method.


The Poll

I have now added a poll, in order to more efficiently view opinion regarding the suggestion. For all purposes, any choices for option 2 also count as choosing 1.

Credits

Myself (Orochi157)

Special Thanks

All contributers and users suggesting things, I will attempt to list here.

DevonKeogh
Yono
Gamemonger

Changelog

> Thread made, changelog added, added poll.
> Update 1: Added cost increases per level (Sterling and Iron Ore).
> Update 2: Credits and Special Thanks sections added.
> Update 3: Cost increases (Update 1) revised and adjusted to current figures.

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