AmiralLaurent
Posts: 3351
Joined: 3/11/2003 From: Near Paris, France Status: offline
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Having doctrines modelled in the game, and innovation points to change them, with the ability to decide how much points each side will have (in a historical situation, Allied will have far more than Japan, but what-if may be used). For example: _ there will be a "Jungle Training" doctrine that will be available to Japan at start but not to the Allied. _ there will be an "ASW doctrine" that will be available to the Allied at start but not to Japan. _ for CV TF there will be an "AA ring doctrine" available at start to teh Allied ,b ut not to Japan, and an "advanced CAP doctrine" that neither side will have, and a "strike coordination doctrine" available to Japan and not to US. _ there will also be doctrines used to simulate the Japanese advantages at start of the war. That is until the Allid paid points for them, the Japanese initial advantages will held. Like "bounce and not dogfight" doctrine, and so on. Each doctrine will give one side bonuses, and each player may decide what he can advance more or less historically. Any technological advance in the game (the ability to lay mines, the ability to rearm at sea with AEs) or tactical change (skip bombing, using Corsairs aboard CVs, using B-17 under 20k feet, using Kamikazes, using Kaitens) will cost points, that will simulate: 1) the time spend to develop new procedures and technics, and to train pilots to do it 2) the natural resistance to any human organization to any change For the point 2), I will modifiy it by saying that the side that is losing should receive bonus "innovation points". So for example a winning Japan will never be able to use Kamikazes.
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