Michael the Pole
Posts: 680
Joined: 10/30/2004 From: Houston, Texas Status: offline
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Tech Levels -- there is no reason that ships cant be handled in exactly the same way as aircraft as far as tech levels are concerned. Currently, all ships are the same tech level and are all magically and instantainiously increased when you gain a new naval tech level. They should be built at a certain tech level which remains with the unit unless it is retrofitted. If we can work out a way to add time to repairing ships, we should be able to do the same for refits. We need to have some basic differentiation between ship types, particularly if we are going to start seperating aircraft by mission type. It is just too absurd to equate a "Graf Spee" to a "Town" Class light cruiser as the game currently does. Personally, I dont object to the instant creation of ships nearly as much as the instant repair of ships. Given the extremely long build times for a capital ship, I just suspend disbelief and tell myself that it's really nice to have a naval staff with the inteligence to have begun the production of the ship I needed two years before I knew that I would need it. Doom's events help in this way, as well. I dont think that we should impose construction delays on ships when we have decided that its not possible to do it for land and air units. I also agree that land based air is not powerfull enough! I have seen the French navy "sunning" itself in the North Sea for week after week, taking one or two hits here and there, but suffering no significant losses. The battles off Crete are particularly instructive. Being damaged was the inevitable kiss of death! The possibility of being hit seems to be about right. What needs to be strongly increased is the number of hits suffered from a successfull attack. Ships should be sinking, and it shouldnt take more than a single turn to sink one. Remember that we are working with one week turns here. If your cruiser suffered a bomb hit or two, the chances that it would survive another 4 or 5 days were nill. An escort mission that precludes offensive actions is another excellent idea. This should apply to capital ships as well as transports. Many of the old timers here will remember the story of the Graf Zeppelin, (my first German carrier, built at great cost and sacrifice) which put to sea with my carefully hoarded Kriegsmarine, and was promptly cut out and sunk by two Allied patrol groups. Not a German vessel in sight. Lots of screaming and hair tearing over that one! For those who object to high density naval stacks, take a quick look at the invasion scene from "The Longest Day." You could almost have walked from Portsmouth to Calais on June 6, 1944. I'm willing to compromise on the levels for ports. Perhaps levels 1 through 4, or perhaps 5 would be better than 1 - 9 or 10. 1 would be just shelter or minimal supply, 2 would allow moderate supply; 3 could repair patrol units and provide moderate supply, 4 could build patrol units, repair capital units and provide maximum supply, and level 5 could repair and build anything and provide maximum supply. Port attacks are certainly an interesting idea, but remember that Taranto and Pearl Harbor were the exception and not the rule. It was just too easy to defend ships in ports. Look at the effort that the RAF had to put into damaging Tripitz and the "Twin Sisters" in port attacks that were only marginally successfull, at best. Something that would be far more important and historically accurate would be to allow air attacks on submarines, which are currently immune. (On the Gripping Hand, however, the current immunity does make for some interesting tactical uses for subs, so perhaps we should leave it alone -- what do ya'll think?) I have maintained from the start that Carriers should be reduced to a ST of 2, but should be given an air divison. This would recreate the "eggshells armed with hammers" that they were during this period. I think that we are getting some interesting ideas here. I'm starting to hope that the designers might consider a naval patch as their next step forward.
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