Bombur
Posts: 3642
Joined: 7/2/2004 Status: offline
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quote:
1) implementation of naval interdiction missions for aircraft -Excellent idea, but don´t remember to change the way interception works or you will have your naval bombers headed for that wonderful British fleet near the Norway coast intercepted by Spitfires flying from the British Isles (a Pacific War scenario would result in even worse results) quote:
2) implementation of an ASW (anti-submarine warfare) value for weapons sytems and submarine as a unit type (with the same stealthy characteristics of commandoes on land). -Good, I would also add naval patrol missions quote:
3) allow for the development of multi-hit naval units by adding to the weapons pool variable engine speeds from 1-60 ,flight decks and player designed weapons. I suggest the scenario designers have the ability to make their own weapons as the number of hits a naval unit can sustain (and thus it's survivability)are highly variable, requiring many different groupings of weapons to make up the targeted number of hits. I'd like the ability to 'model' everything from multi-hit battleships to single-hit PT boats,destroyers,submarines and aircraft . Escort vessels and submarines would be one hit units, though grouped as desrons and wolfpacks and modelled according to class. A modelled capital ship would look like : Fuso/ Yamashiro 6/6 14" x 2 guns 1/1 Engine speed 36 7/7 6" x 2 guns 1/1 Engine speed 18 1/1 21" torpedoes 1/1 Engine speed 9 2/2 5" x 4 guns 1/1 25mm AA gun 1/1 Engine speed 5 6/6 25mm AA gun x 6 1/1 Engine speed 3 -Good idea, but I wouldn´t go to far. I think all ships could be rated for durability, antiship value (plus range), anti AA value, land bombardment and ASW value (carriers would also be rated for number of aircraft they could carry). They should be damaged (damage would be expressed in %) and damage should result in speed reduction. It should be possible to build TF´s from individual ships and to repair ships in shiypyards. Maybe it could be possible to create rules for naval surface interception based on distance and speed of the two fleets. quote:
In addition, units being transported by sea should have their movement adjusted to match the realistic 12 knots these vessels would normally do. -The rules for naval movement are screwed anyway in TOAW. Depending on the time/space scale used , speed for naval units goes from 5km/h to 190km/h!!!!! quote:
And for strategic warfare: 1) On selected resource hexes the scenario designer would setup for the arrival of resource/ producrtion units as reinforcements. A typical unit would arrive as: UK Petroleum(Mosul) March/April '41 15/50 Resource/Production points (Requires transport) 15/15 Trucks This unit will enter the game out of supply. It's only source of supply will be in designated 'factory ' hexes. Once in supply ( and thus, in a factory hex) these units can be disbanded or 'cashed in' for replacements to the inventory pool. The player may either leave the unit in the 'factory' hex until it has accumulated all it's resource/production points or opt to disband this unit before it has filled out, thus sacrificing the production points it still lacks, but will get his replacement weapons faster.Meanwhile this unit can be attacked in transit on land or at sea, or while it's accumulating production points in the factory. I believe the game already bases it's resupply level by the number of objective points,this only requires that the trigger be adapted to base the resupply on disbanded resource/ production points. I've been obsessed with the idea of taking naval and strategic warfare in TOAW to the same level as the land combat. Please feel free to tell me what you think, ask for clarification, or offer other suggestions. I'm not a programmer and have never designed a scenario, so I'd really like some input from both programmers and scenario designers. At this point any help would be welcome. -I think it should be better to create a system with on map/off map factories to replace equipment, while the player can´t control these factories production. I don´t know if we should add resources or work only with supplies.
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