explorer2
Posts: 465
Joined: 11/30/2007 Status: offline
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quote:
ORIGINAL: kondor 1. IMO navy uses to much supplies (+ there should be much more usage of supply if navy moves far, than if stands at port/or moves few hexes I agree navy uses too much, BUT naval supply in reality is different from supply for air units which is different from supply from land units. The best way to model this would be separate types of supply for naval, air, and land (Vic, are you listening?) I have done a research on the comparative amount of supply between types of naval vessels and I think comparative amount of supply is as accurate as possible (each individual ship was somewhat different), and I've also tried to get some rough approximation between naval and armor divisions, but this is of course not really possible in the current system. quote:
2. I have a feeling that subs are made to strong vs destroyers. I don't tend to agree historically here. It usually took a group of destroyers to accompany either a fleet or cargo, even when just one or small wolf pack were attacking. Based on accounts and stats I have looked into the general rule of thumb here is 2 destroyers for 1 sub to make it even, WHEN all other factors are even (AP, Readiness, XP, etc...) The aspect of subs running once found that you point out is accurate I think, but again, AT combat model you can't do a good job of forcing that result without taking away its attack initiative. quote:
3. There should be more restrictions to research in view of timeline (year) It is of course accurate that the long range fighters did not begin accompanying bombers until 1944. That's why they are level III. Level IV should be late 1944. I agree with Tom that having flexibility in a strategy game is important, even when it allows historical inaccuracies. What I seek is "historical plausibility" Meaning, is it plausible that if all efforts were focused on developing long range fighters could it have been accelerated? I think it's at least possible. This could also be slowed down by a more complex tech tree, which would be more historically accurate, but I wanted to preserve a relatively simple tech tree. All this being said, it really bites to have Fighter III by West in 19942 if you're Axis. Level Bomber ranges were heavily researched and accurate. quote:
4. There are to many partisans in this scenario (even if u respect the conditions for them). And ultimatley they are to powerfull! I fully agree. Fixed in version T. But still, if you don't kill the ones that do come in, they can do some pretty bad supply damage. quote:
5. Coastal fortress should not engage and destroy subs Agreed. This was already fixed. What version are you playing? quote:
6 Could it be implemented that ally in history sees what you have done last turn? Not that I know of. quote:
7. Spamming of units In a game of this scale, I think it is necessary to allow 0 pp for creation of units, though that is very much an arguable point. To create units that are empty, or even have less than say 5 pp to start, seems gamey, and I would prefer a house rule against such things, IMHO.
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