![]() To simplify a bit - those bottlenecks then decided how many units could fit into areas near the front without penalties. The old system worked by having discrete supply areas pathing back to the players capital and keeping track of the bottlenecks. I’ll probably spend 3+ diaries on supply over the course of the development to cover everything, but I figured it would be nice to hear about the overarching ideas. Today, I’ll give you guys a bit of an overview on the supply aspect, but fair warning: it’s early days and stuff may still change here before we’re done. As you can imagine, these are all things that affect the game on a deeper level and take a lot of work to get right. Logistics currently doesn’t have much player interaction and is mostly something you have to deal with only when problems appear, and finally the combat and division meta has been stable (with an emphasis on large divisions) for a long time - something we hope we can shake up. Weather does not feel impactful enough, while historically it had a massive impact. There are several areas we want to improve here. ![]() Is where Hitler’s expansion was first stopped and pushed back signaling the eventual doom of the axis powers. ![]() It was the largest confrontation in history and Historically the Eastern Front was without doubt the most important front for World War II. ‘Barbarossa’ and the unannounced DLC will focus on the Eastern Front and the core of Hearts of Iron, which is warfare - particularly land warfare. That's what we will spend most of our diaries on, as well as today!
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