Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

WitP II ASW Model Discussion

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> WitP II ASW Model Discussion Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
WitP II ASW Model Discussion - 3/19/2006 5:21:56 AM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline
Just what it says. Matrix has always been responsive to their customers. What Say we start brainstorming in case this becomes a reality?

Let's keep it to constructive comments/criticism. I am starting this thread but hope the Mods will patrol it and keep things positive.

Ideas for the new model and limitations of/gripes about the old one are welcome. limit your post to posting ideas/gripes not engaging each other in pointless arguements. Feel free to agree and expand on each others concepts!


_____________________________

IN PERPETUUM SINGULARIS SEDES


Post #: 1
RE: WitP II ASW Model Discussion - 3/19/2006 5:37:10 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
I'd like to see sonar added to the devices list, improving a ships ability to attack subs. With that said I also think ASW needs to be toned down both in terms of the leathalness of DCs and the spotting of submarines by patrolling aircraft.

Gary

(in reply to TheElf)
Post #: 2
RE: WitP II ASW Model Discussion - 3/19/2006 5:53:48 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
In 1.795 the DC damage has been toned down, but search aircraft still are too effective. That needs to be reduced.

I would also like to see all ship and nationality characteristics in the database instead of hard coded. For ASW that means doing away with things like the Allied ASW bonus - just build it into the database. That way ships that are equipped but not trained in doctrine could be modded, for example.

(in reply to GaryChildress)
Post #: 3
RE: WitP II ASW Model Discussion - 3/19/2006 11:28:19 AM   
1EyedJacks


Posts: 2244
Joined: 3/12/2006
From: The Eastern Sierras
Status: offline
I would like the ability to define a few hexes that my subs patrol back and forth until they start running low on deisel...

Also - using mines is a pain in the arse. It would be nice to clean this up a little

< Message edited by 1EyedJacks -- 3/19/2006 11:30:03 AM >


_____________________________

TTFN,

Mike

(in reply to TheElf)
Post #: 4
RE: WitP II ASW Model Discussion - 3/19/2006 5:56:41 PM   
Black Mamba 1942


Posts: 510
Joined: 12/7/2005
Status: offline
Yes, a continual patrol option would be great for certain missions.

It would simplify, and cut down on the micromanagement.
A larger game WILL need less micromanagement to make it playable.

(in reply to 1EyedJacks)
Post #: 5
RE: WitP II ASW Model Discussion - 3/19/2006 9:40:02 PM   
kokubokan25


Posts: 1252
Joined: 7/19/2004
From: Iliaca, Spain
Status: offline
I would like the micromanage of subs more better. Some subs continue on patrol with heavy damage on sys. This may be controled by human at first stages of the game but is impossible in 44 and forward with 500 subs on patrol.

_____________________________


(in reply to Black Mamba 1942)
Post #: 6
RE: WitP II ASW Model Discussion - 3/19/2006 9:44:17 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, In the current model you can place sub under human control and drive to the hex you desire. Then you can set it to computer control and it will follow contacts on it's own and when damaged or out of ammo head home on it's own.
You can retake control whenever you wish and move it to a new location and then put it back under computer control.
The only problem is when a sub under computer control gets home it will reload ammo and then head back to it's last location. (This is fine as long as it is not damaged)

< Message edited by Mogami -- 3/19/2006 9:45:22 PM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to kokubokan25)
Post #: 7
RE: WitP II ASW Model Discussion - 3/19/2006 10:00:09 PM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
quote:

In 1.795 the DC damage has been toned down, but search aircraft still are too effective.


I think the DC damage may have been toned down, little too much, in 60 days of a campaign I have not sunk or lost a sub.

The ASW model, you really can't tell because, of the super-uber sub spotting. We need a version with the sub search fixed.

(in reply to mogami)
Post #: 8
RE: WitP II ASW Model Discussion - 3/19/2006 10:10:10 PM   
1EyedJacks


Posts: 2244
Joined: 3/12/2006
From: The Eastern Sierras
Status: offline
Hi Mogami,

The sub will follow contacts on its own? Very cool! Is this a function of the leader - Agressiveness or something? The things you learn in the forum... Now I gotta go back 2 the manual and see if this is in there - I sure don't 'member reading this!


After checking the manual...
The following contacts on its own thing - is this an undocumented feature?

From da manual:


Pg 63
Submarines, usually sent on patrol as a TF, usually with only one sub in each. The computer can give it patrol orders, or you can choose to give it a Destination Hex (DH) yourself. Missions for sub TF’s are Sub Patrol, Sub Minelaying, and Sub Transport (refer to sections 6.1.9.8, 6.1.9.9, and 6.1.9.10 respectively for more details). Subs can attack enemy shipping as they move through the sub’s hex, in the same manner as mines.

Note 6.1.9.8 – is replenishment, 6.1.9.9 is Mine warfare, and 6.1.9.10 is sub patrol

Pg 64
Max React Range is only available to Air Combat and Surface Combat Task Forces. The player sets a Max React Range for their appropriate TFs, which is the maximum number of hexes the TF will move when reacting to an enemy’s presence (0 to 6). If the player does not want the TF to react, he simply sets the Max React Range to 0.

Pg 84
6.1.9.10 Sub Patrol
The Sub Patrol TF has a maximum of 25 ships (although they always work best when operating alone). A TF with a Sub Patrol Mission will attempt to attack enemy ships with torpedoes.

ALL SUB PATROL TF’S
Cruise to DH
Remain at DH
Initiate Submarine Combat



< Message edited by 1EyedJacks -- 3/19/2006 10:27:52 PM >


_____________________________

TTFN,

Mike

(in reply to mogami)
Post #: 9
RE: WitP II ASW Model Discussion - 3/19/2006 10:42:41 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, Subs on computer control wil remain in DH....untill they make contact then they will follow the contact. same as UV. Human controlled subs will not follow contacts.

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to 1EyedJacks)
Post #: 10
RE: WitP II ASW Model Discussion - 3/19/2006 11:20:36 PM   
1EyedJacks


Posts: 2244
Joined: 3/12/2006
From: The Eastern Sierras
Status: offline
Give up control??? To a program?? Oh shades of Tron - not the program... ---

In truth I've never tried it like that. But I'll give it a whirl - it sounds cool



_____________________________

TTFN,

Mike

(in reply to mogami)
Post #: 11
RE: WitP II ASW Model Discussion - 3/19/2006 11:36:54 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: Mogami

Hi, In the current model you can place sub under human control and drive to the hex you desire. Then you can set it to computer control and it will follow contacts on it's own and when damaged or out of ammo head home on it's own.
You can retake control whenever you wish and move it to a new location and then put it back under computer control.
The only problem is when a sub under computer control gets home it will reload ammo and then head back to it's last location. (This is fine as long as it is not damaged)


That's a problem. Plus, you have to hunt around to find the ones under computer control. A list would be nice.

(in reply to mogami)
Post #: 12
RE: WitP II ASW Model Discussion - 3/20/2006 3:30:54 AM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: Mogami

Hi, In the current model you can place sub under human control and drive to the hex you desire. Then you can set it to computer control and it will follow contacts on it's own and when damaged or out of ammo head home on it's own.
You can retake control whenever you wish and move it to a new location and then put it back under computer control.
The only problem is when a sub under computer control gets home it will reload ammo and then head back to it's last location. (This is fine as long as it is not damaged)


That's a problem. Plus, you have to hunt around to find the ones under computer control. A list would be nice.


What would be even nicer is some color coding. Have the ship turn half red or yellow or something if it has damage or is running low on fuel. Let me see without clicking that I need to pay some attention to this sub. Huge time saver.


_____________________________


(in reply to witpqs)
Post #: 13
RE: WitP II ASW Model Discussion - 3/20/2006 3:48:21 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: Mike Scholl

What would be even nicer is some color coding. Have the ship turn half red or yellow or something if it has damage or is running low on fuel. Let me see without clicking that I need to pay some attention to this sub. Huge time saver.



Yep. Or when low on ammo ...

(in reply to Mike Scholl)
Post #: 14
RE: WitP II ASW Model Discussion - 4/12/2006 5:04:27 AM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline
Bump

_____________________________

IN PERPETUUM SINGULARIS SEDES



(in reply to TheElf)
Post #: 15
RE: WitP II ASW Model Discussion - 4/12/2006 5:55:18 AM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
How would US "Wolf Pack" tactics be added in later war years?? The US did very well with this after the torpedeo problem was solved.

(in reply to TheElf)
Post #: 16
RE: WitP II ASW Model Discussion - 4/12/2006 1:05:38 PM   
zuikaku


Posts: 135
Joined: 5/20/2005
From: Legrad, Croatia
Status: offline
I think that ASW is already toned down too bit. In my game, I have 3 hunter killer groups with 20 DDs or PCs in each. They are supported with 60 floatplanes from AVs and CSs, and nearly 150 land based aircrafts on ASW. I manage to follow USS Baracooda in a manner that my ASW TFs ends up in the same hex as her after each phase. And neither of the group usually makes contact with her, and if so, they don't attack with DCs (yes, they are unable to find sub). The water is shallow, and experience of my destroyers and even PCs is ranging from 60-70 day or night. Finding subs shouldn't be easy (2 or 3 PCs or DDs should have trouble, and must not be able to sink a sub to easy). But with such an ASW efforts sub should be attacked at least few times a day. And when located by aircrafts, dedicated ASW groups should not have to much trouble in finding her. Even the Japanese ones. I think that Japanese never employed 200 aircrafts on ASW in small area. and the game is toned down in such a way that employing 200 aircrafts on ASW does the same effect as 20 aircrafts had in real life. I think that ASW combat was the most realistic in v1.50 ...

(in reply to ny59giants)
Post #: 17
RE: WitP II ASW Model Discussion - 4/12/2006 7:49:51 PM   
Damien Thorn

 

Posts: 1107
Joined: 7/24/2003
Status: offline

quote:

ORIGINAL: zuikaku

I think that ASW is already toned down too bit. In my game, I have 3 hunter killer groups with 20 DDs or PCs in each. They are supported with 60 floatplanes from AVs and CSs, and nearly 150 land based aircrafts on ASW. I manage to follow USS Baracooda in a manner that my ASW TFs ends up in the same hex as her after each phase. And neither of the group usually makes contact with her, and if so, they don't attack with DCs (yes, they are unable to find sub). The water is shallow, and experience of my destroyers and even PCs is ranging from 60-70 day or night. Finding subs shouldn't be easy (2 or 3 PCs or DDs should have trouble, and must not be able to sink a sub to easy). But with such an ASW efforts sub should be attacked at least few times a day. And when located by aircrafts, dedicated ASW groups should not have to much trouble in finding her. Even the Japanese ones. I think that Japanese never employed 200 aircrafts on ASW in small area. and the game is toned down in such a way that employing 200 aircrafts on ASW does the same effect as 20 aircrafts had in real life. I think that ASW combat was the most realistic in v1.50 ...


You are doing everything right in your ASW routines except for one thing... you're playing the Japanese side. It's those secret hidden modifiers that are nation specific that are killing you. If you reveresed the situation you wouldn't even have a chance to ammass such a large ASW force. The sub would be dead before half of hte assets even got on scene. (By the way, my comments don't include any changes in the 1.7xx betas so if they have dropped thenation-specifc modifiers you cna ignore this.)

Damien Thorn


(in reply to zuikaku)
Post #: 18
RE: WitP II ASW Model Discussion - 4/13/2006 10:24:46 AM   
zuikaku


Posts: 135
Joined: 5/20/2005
From: Legrad, Croatia
Status: offline

quote:

ORIGINAL: Damien Thorn


You are doing everything right in your ASW routines except for one thing... you're playing the Japanese side. It's those secret hidden modifiers that are nation specific that are killing you. If you reveresed the situation you wouldn't even have a chance to ammass such a large ASW force. The sub would be dead before half of hte assets even got on scene. (By the way, my comments don't include any changes in the 1.7xx betas so if they have dropped thenation-specifc modifiers you cna ignore this.)

Damien Thorn




If Japanese ASW routines were so seriously retarded in real war, they would never sink a single sub!
I'm playing v1.6 but will switch back to 1.5, because in this version... well, it's just too much. I'm aware of Japanese limitations in ASW, but this is.... errr... too much

(in reply to Damien Thorn)
Post #: 19
RE: WitP II ASW Model Discussion - 4/13/2006 6:58:08 PM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
Somebody correct me if I'm wrong, but doesn't the ASW routine limit actual attacks to the first six ships? Thus if you have 20 DDs in an ASW TF, it will stop attacking after six DDs have dropped depth charges.

_____________________________

fair winds,
Brad

(in reply to zuikaku)
Post #: 20
RE: WitP II ASW Model Discussion - 4/13/2006 8:15:30 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
new routine limits total attackers to 4 ships within any one TF.

_____________________________


(in reply to bradfordkay)
Post #: 21
RE: WitP II ASW Model Discussion - 4/15/2006 1:35:12 AM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi BETA!!! version 1.8
USN Submarine Sea Owl has made attacks in same hex for 3 days off Home Islands been DC's a few times (5 hits or near miss) damage sustained sys 3

This looks like a large number of spottings but there are near 100 USN submarines deployed off Home islands and around PI etc.


E13A1 Jake reports shadow in water at 64, 44
E7K2 Alf reports suspected submarine at 61, 44
E13A1 Jake reports diving submarine at 61, 44
E7K2 Alf reports shadow in water at 61, 44
E7K2 Alf reports shadow in water at 64, 44
G4M1 Betty reports diving submarine at 64, 44
G4M1 Betty reports diving submarine at 64, 44
E13A1 Jake reports shadow in water at 46, 47
P1Y Frances reports suspected submarine at 61, 44
P1Y Frances reports periscope at 64, 44
D4Y Judy reports radio transmissions at 61, 44
D4Y Judy reports shadow in water at 64, 44
H8K Emily reports shadow in water at 63, 55
E13A1 Jake reports shadow in water at 64, 44
E13A1 Jake reports radio transmissions at 64, 44
E13A1 Jake reports shadow in water at 61, 44
E13A1 Jake reports radio transmissions at 64, 44
E14Y1 Glen reports periscope at 64, 44

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Nikademus)
Post #: 22
RE: WitP II ASW Model Discussion - 4/15/2006 2:04:33 AM   
IronDuke_slith

 

Posts: 1595
Joined: 6/30/2002
From: Manchester, UK
Status: offline

I often think subs are essentially used in a way that will maximise casualties. I've seen opponents mass them around invasion hexes in shallow waters and even Jap ASW TFs can hit them hard there.

I think the one thing I'd highlight is that subs spotted by aircraft seem to have any ASW TFs in the hex automatically latch onto them, even though it may be several hours between that sighting and the arrival of the ASW TF. I get the impression subs don't take evasive action or dive deep and move away the minute they see masts on the horizon in these circumstances. I think attacks can be a little too effective when they get made. I suspect more depth charges per hit would have been dropped than is the case in the game but what I find is that whilst it is possible to reduce sub losses quite significantly, the tactics required to do that need you to stop sinking anything as well.

Regards,
IronDuke

_____________________________


(in reply to mogami)
Post #: 23
RE: WitP II ASW Model Discussion - 4/15/2006 3:59:28 AM   
Black Mamba 1942


Posts: 510
Joined: 12/7/2005
Status: offline
Only 4 ships will counterattack in 1.8.
Bummer.

No more 20 ship gangbang.

(in reply to mogami)
Post #: 24
RE: WitP II ASW Model Discussion - 4/15/2006 5:18:23 AM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline

quote:

ORIGINAL: zuikaku


quote:

ORIGINAL: Damien Thorn


You are doing everything right in your ASW routines except for one thing... you're playing the Japanese side. It's those secret hidden modifiers that are nation specific that are killing you. If you reveresed the situation you wouldn't even have a chance to ammass such a large ASW force. The sub would be dead before half of hte assets even got on scene. (By the way, my comments don't include any changes in the 1.7xx betas so if they have dropped thenation-specifc modifiers you cna ignore this.)

Damien Thorn




If Japanese ASW routines were so seriously retarded in real war, they would never sink a single sub!
I'm playing v1.6 but will switch back to 1.5, because in this version... well, it's just too much. I'm aware of Japanese limitations in ASW, but this is.... errr... too much


The model is OK, all that needs to be done is increase the number of DCs dropped by the rails, right now they are only dropping 1 DC per rail per attack when roughly 3-6 were dropped per rack to form part of a pattern. The K and Y guns are OK but the racks fired more than 1 charge. Simple matter of editor manipulation (instead of having two rails, have 2 banks of 4 perhaps. (of course the ammo will have to be adjusted as well,)


_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to zuikaku)
Post #: 25
RE: WitP II ASW Model Discussion - 4/15/2006 5:18:55 AM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline

quote:

ORIGINAL: Black Mamba 1942

Only 4 ships will counterattack in 1.8.
Bummer.

No more 20 ship gangbang.


Thank Gawd.

_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Black Mamba 1942)
Post #: 26
RE: WitP II ASW Model Discussion - 5/1/2006 10:33:06 PM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline
bump

_____________________________

IN PERPETUUM SINGULARIS SEDES



(in reply to TheElf)
Post #: 27
RE: WitP II ASW Model Discussion - 5/1/2006 10:57:52 PM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
I lost two subs as the allies last turn. So, its hard for me to think it was toned down too much. Time will tell. I have to agree that subs are still being spotted from the aeir way too often.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to TheElf)
Post #: 28
RE: WitP II ASW Model Discussion - 5/2/2006 12:44:00 AM   
wild_Willie2


Posts: 2934
Joined: 10/8/2004
From: Arnhem (holland) yes a bridge to far...
Status: offline
quote:

I lost two subs as the allies last turn. So, its hard for me to think it was toned down too much. Time will tell. I have to agree that subs are still being spotted from the aeir way too often.


In the last 30 Pbem turns I have lost over 10 japanese subs to allied ASW forces, we are palying NIK mod and ASW TF's are limited to 6 ships. My subs get 20-30 hits per attack, while japanese DD's strugle to even get 2-3 hits on a US sub (IF they even drop DC when they attack)...

In my oppinion allied ASW is STILL to powerfull......

_____________________________

In vinum illic est sapientia , in matera illic est vires , in aqua illic es bacteria.

In wine there is wisdom, in beer there is strength, in water there are bacteria.

(in reply to siRkid)
Post #: 29
RE: WitP II ASW Model Discussion - 5/2/2006 12:45:59 AM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
quote:

ORIGINAL: wild_Willie2

quote:

I lost two subs as the allies last turn. So, its hard for me to think it was toned down too much. Time will tell. I have to agree that subs are still being spotted from the aeir way too often.


In the last 30 Pbem turns I have lost over 10 japanese subs to allied ASW forces, we are palying NIK mod and ASW TF's are limited to 6 ships. My subs get 20-30 hits per attack, while japanese DD's strugle to even get 2-3 hits on a US sub (IF they even drop DC when they attack)...

In my oppinion allied ASW is STILL to powerfull......



How do you handle your subs? Computer Control or manual? Do you move them daily or leave them in place? Shallow water or deep water?

< Message edited by treespider -- 5/2/2006 12:46:28 AM >


_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to wild_Willie2)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> WitP II ASW Model Discussion Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.891