ColinWright
Posts: 2604
Joined: 10/13/2005 Status: offline
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quote:
ORIGINAL: Erik Nygaard quote:
ORIGINAL: JAMiAM Well...then you're making a design decision that the engine can't overcome, since I think that you need at least 3 pieces authorized in the first line of equipment in order for the unit to be eligible for reconstitution (the 2/3rd's threshold). If true, that's a bummer. In Operation Exporter, the British appeared to replace veesels that were damaged so as to keep the strength of the supporting flotilla at more or less three cruisers and eight destroyers -- so I'd happily just provided a pool that about reflected what I figured the British tolerance for losses would have been and set the British ships to promptly reconstitute if sunk. Time for Plan B. I don't want massive destroyer flotillas, so I'll have to create the specific replacements and have them triggered by specific losses. Fortunately, plenty of spare events...quote:
Interesting, does this mean that there must be say 3 battleships in a unit to enable a retreat? I guess I could use the number of ships in a unit to represent the relative strength of an individual ship. I'm not looking for ship units to reconstitute as in reappearing later in the game. In fact, I specifically design scenarios with naval assets so that ship units are permanently lost when destroyed. I think you are missing one point, that ships destroyed in the game aren't 'sunk.' Try looking at the results in an imaginary Mediterranean scenario. Only eight destroyers and two cruisers or something were actually sunk off Crete -- but about three times that number were so seriously damaged as to be destroyed in OPART terms. So you launch your Stuka strikes and they achieve what appears to be totally ahistorical success. Actually, the results are about right. Of those twenty destroyers and ten cruiser 'sunk,' ten and five will go to the pool. These can be taken to represent those ships that sustained damage so minor as to only put them out of service for a few weeks. The remaining ten destroyers and five cruisers more or less accord with the eight destroyers actually sunk, the two cruisers actually sunk, and the two destroyers and three cruisers so seriously damaged that they would not return to service within the time window of the scenario. This is not to say that naval warfare doesn't badly need improvement in OPART: it's one of the most glaring deficiencies in the game. However, I'm not convinced the losses are really part of the problem.
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I am not Charlie Hebdo
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