20 votes

Games with complex-required-supporting-real-e2e logistics?

I've long enjoyed Foxhole and X4 and was wondering what other games has similar logistical systems. Both give the same satisfying feeling when you look at the big picture of how the games are a complex interplay between the immediate gameplay, and what is being simulated "behind the scenes" to enable it.

The descriptor in the title is a bit of a mouthful, so let's break down what I mean.

Complex
To exclude typical resource game mechanics, where you "just" mine resources which gives you resource points that you can spend directly.

Required & Supporting
In Foxhole the main objective is to push the front and win the war. And players can focus on that and never have to really think about how they get their weapons and ammo. But at the same time the logistics is the entire reason they even can fight.
In X4 you can fly about and do stuff and acquire ships while relying on the AI empires economies. But there has to be some alive economy for the game to not go to a standstill.
In short, logistics systems that are required by the game, but not necessarily by the individual player.
This excludes games where the logistics system is the game, like Factorio, Dyson Sphere Program, Satisfactory, etc.

Real end-2-end
To specify that there should as little cheating as possible. Though obviously there is always some cheating in games. Both in X4 and Foxhole, every resource is tracked right from harvest, to refinement, to the end product. And all steps require real moving of goods by AI (X4) or players (Foxhole) between factories, other intermediaries, and end users.

So what other similar games are there? I was thinking of EVE Online, but I think only the player orgs in null-sec have real economies in that game, and you could still play it if they all suddenly stopped.

9 comments

  1. [4]
    Minithra
    Link
    Regarding eve online, aside from the very basics, everything else is player crafted - someone has to mine the minerals, someone uses them to build a ship, etc. This is less relevant to the average...

    Regarding eve online, aside from the very basics, everything else is player crafted - someone has to mine the minerals, someone uses them to build a ship, etc. This is less relevant to the average player, and the availability in high sec means the logistics are only really interesting in the nullsec zones, as you've mentioned.

    However, if everyone stopped playing, you'd quickly (well, relatively) run out of all the things and have to do it yourself

    9 votes
    1. [3]
      runekn
      Link Parent
      Thanks for the correction. I haven't really played EVE Online and thought that at the base of it it is like most space-sims where high-sec marketplaces always can sell wares, with maybe only the...

      Thanks for the correction. I haven't really played EVE Online and thought that at the base of it it is like most space-sims where high-sec marketplaces always can sell wares, with maybe only the price fluctuating.

      2 votes
      1. [2]
        WiseassWolfOfYoitsu
        Link Parent
        Only the lowest tier items are freely available. Most items have to be purchased in one of the major market hubs. Each station has a market, but the community has made a few de-facto stations as...

        Only the lowest tier items are freely available. Most items have to be purchased in one of the major market hubs. Each station has a market, but the community has made a few de-facto stations as the designated primary player market hubs. Players produce the items either from farming them from enemies or from manufacturing. The major manufacturing is done in nullsec space by the various empires, then there's an entire system of freighters and logistics to get it from there to the market hubs safely. Which isn't always successful - and some of stuff seen destroyed in freighter kill notifications is PAINFUL - like, weeks of IRL salary worth of game time cards painful (EVE has pretty good knowable conversion rates between IRL and in game currency because you can buy game time with either money or in-game currency, and you can buy it as a tradeable item, so you can spend real money to get an item that you can sell to other players for in-game currency).

        1 vote
        1. creesch
          Link Parent
          Yup, it has been years since I did play EVE Online but the farther you got from the central trade hubs the more flying around you had to do in order to get all the different things for your ship....

          Yup, it has been years since I did play EVE Online but the farther you got from the central trade hubs the more flying around you had to do in order to get all the different things for your ship. It was often a very real choice between spending a long time flying around to the spots with high availability and good prices, paying a premium locally (if available) or settling on lesser parts. This didn't even apply to nullsec but also lowsec and even highsec areas that were just not near trade hubs.

          I also knew various people who made good in game money knowing exactly where to trade outside of the trade hubs to benefit from this dynamic.

  2. rahmad
    Link
    The best example of that I've seen is Ingress. At the normal scale, it's tug of war, blue vs. green. There is no clear end-point, simply the fun of building and destruction But during some live...

    The best example of that I've seen is Ingress.

    At the normal scale, it's tug of war, blue vs. green. There is no clear end-point, simply the fun of building and destruction

    But during some live ops, when things get bounded in time and with distinct goals, global scale communities form, strategize, plan and execute operations with real humans in real places doing wild, incredible things. People have flown into remote places in Alaska to complete an op, coordinated false flags across an entire country to 'sneak a play' around the North Pole, sent mountain climbing units out with sat phones to execute key plays at the exact right time. In less extraordinary moments, small 'military style's units form, are tasked and operated from eyes in the sky towards the master plan. Resource planning and acquisition is months in the making. Folks have even recruited pilots and stewards into the game to increase the frequency of item transfers between far locations.

    The logistics are completely emergent from the win state, timeline and gamerules, but their complexity exceeds anything else I can think of.

    It's less played now than it was ten or so years ago, but it still has a pretty diehard core user group that keep things interesting.

    7 votes
  3. [2]
    whs
    Link
    I'm looking for something to satisfy similar itch too. I'm not sure would this matches, but I played Fallout 4 with Sim Settlement twice. The first version, then SimSettlement 2. SimSettlement...

    I'm looking for something to satisfy similar itch too. I'm not sure would this matches, but I played Fallout 4 with Sim Settlement twice. The first version, then SimSettlement 2.

    SimSettlement adds an automated city building to every player owned settlements in the game (except Home Base). Unlike Transfer Settlement where it just ctrl-c ctrl-v cities, SimSettlement has level 0, 1, 2, 3 blueprints for each town (although you'll need a map pack - the built-in pack do not contains some city and only have two levels).

    A blueprint is consist of static placed props (like light poles) and also premade plots, which is new content. Plots work similar to zoning in city building games - you (or the city plan) put them down, assign (or autoassign) someone to the plot and they will start building the plot. There are several plot types - residential (home of the assigned NPC, although there are "interior" plot for multiple people home), commercial plot, utility plot (generate power, water, etc.), farming, scavenging (generate resources), industry and advanced industry (with tech tree).

    A city grow by having its resource needs fulfilled - like a city builder, which means you need to go out and find resources to donate to city. SimSettlement 2 include a logistics center which create caravan to the next nearest city automatically. In the original game, caravan physically walk from city to city but it might not 100% work. SS2 virtualize the caravan traffic so that cities with leftover can spare food and water with every other cities. (The caravan still do physically walk and you can meet them en route)

    As for the actual gameplay, I turn down the resource requirements a bit so that I don't need to farm resources myself (the city's industries automatically generate enough resource to upgrade on its own). Early gameplay would be to try to capture the towns that should generate enough resources to steamroll the lategame, but it depends on the city plan. Sanctuary should generate water, Abernathy Farms and Greygarden generate food. Unfortunately, most community city plan are self-sufficient (I believe it was contest requirements?) so even a town in the middle of a ruin do generate its own food and water by hand-powered water pumps and street-level farming.

    SimSettlement 2 add voiced quests that are as good as the original game. In part 2 they added your own HQ, but last I played it is very resource intensive and probably needs real grinding and moving stuff around.

    From what I asked around most people recommended me the Anno series, which I object to UPlay so I don't have any plan to play that soon.

    2 votes
    1. runekn
      (edited )
      Link Parent
      Oh wow that's a quite expansive mod. Saw the trailers that looks actual professional. I'm surprised I haven't heard of it, even though I haven't really touched Fallout 4 since release. I've played...

      Oh wow that's a quite expansive mod. Saw the trailers that looks actual professional. I'm surprised I haven't heard of it, even though I haven't really touched Fallout 4 since release.

      I've played Anno 1800 and it does have interesting economics mechanics. But from what I remember it is required of the player to engage with it to progress by amount, like most SP strategy games.

      2 votes
  4. [2]
    shu
    Link
    I think Workers & Resources: SR does fit the description. It has production chains similar to pure Logistic games, but the resources and products are needed to build the city state and feed the...

    I think Workers & Resources: SR does fit the description. It has production chains similar to pure Logistic games, but the resources and products are needed to build the city state and feed the people. And it's pretty complex.

    2 votes
    1. whs
      Link Parent
      Ah yes, this. Caveat of this game is that worker movement is virtualized, similar to OpenTTD. I came in trying to build two way transportation network then it didn't work out as expected. Turns...

      Ah yes, this.

      Caveat of this game is that worker movement is virtualized, similar to OpenTTD. I came in trying to build two way transportation network then it didn't work out as expected. Turns out the citizen do not go home and instead of Cargodist you'd need to force unload (like OpenTTD) to operate a transfer station.

      My favorite transportation game is still Transport Fever 2 where it has cargodist (every goods has clear destination where it wanted to go, and transfer station works as expected) and pretty well optimized - with hundreds of vehicle the game doesn't lag at all but the simulation slows down that 3x speed feels like 1x in empty maps.

      1 vote