Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

1.3 Wishlist ??

 
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] >> Uncommon Valor - Campaign for the South Pacific >> 1.3 Wishlist ?? Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
1.3 Wishlist ?? - 7/31/2002 7:10:45 AM   
rdcotton

 

Posts: 18
Joined: 7/10/2002
From: Tulsa, Oklahoma
Status: offline
Ok guys ... how about a list of what you would like to see in the
next release.

Personally ... I would like to see the SHIPS SUNK list in the
intelligence report separated by nationality/side. I find it
difficult to see what allied ships have been sunk when they
are mixed in with the IJN ... Any other thoughts ?

Ray
Post #: 1
Ship List - 7/31/2002 7:50:18 AM   
Long Lance


Posts: 274
Joined: 7/31/2002
From: Ebbelwoi Country
Status: offline
It seems to me that when forming a TF and changing the sort order, the ship list sometimes somehow flips around a little weird.

I didn't notice this in UV 1.20 (although in 'older' versions) until the first APs arrived at Noumea.

Is there anyone who observed the same effect, or are my eyes getting just-another-turn-tired?

Btw, I think repair-times for B-17s are too long, and levelbombing against not or weak escorted Transport TFs should be more effective. Somehow an average between 1000 ft. UV 1.11 and 6000 ft. UV 1.20.

And I agree, LCU that are already being loaded by TFs should somehow be greyed out or sth. like that.

And I want to know what really is the AA-Penalty for TFs containing more than 10 ships.

And I want to see which class a ship belongs to

And I want a pony, a V-8-car, to be a millionaire....

(in reply to rdcotton)
Post #: 2
- 7/31/2002 8:14:35 AM   
Yamamoto

 

Posts: 743
Joined: 11/21/2001
From: Miami, Fl. U.S.A.
Status: offline
Speed and direction of enemy task forces would be nice.

The ability to order your surface combat groups to "follow" an enemy task group would also be nice ( i.e. they would try to engage them.) Surface combat is so cool now. It's a shame it occurse so rarely.

Yamamoto

(in reply to rdcotton)
Post #: 3
- 7/31/2002 8:39:32 AM   
Drongo

 

Posts: 2205
Joined: 7/12/2002
From: Melb. Oztralia
Status: offline
[QUOTE]It seems to me that when forming a TF and changing the sort order, the ship list sometimes somehow flips around a little weird. [/QUOTE]

I've encountered this in 1.11 and 1.2. Screen stability when you change sort order and then select ships would be a great improvement. At present, it's a bit time consuming, especially when you have to build half a dozen TF's in a row.

_____________________________

Have no fear,
drink more beer.

(in reply to rdcotton)
Post #: 4
An extended campaign without Midway forces. - 7/31/2002 3:25:05 PM   
tangent

 

Posts: 38
Joined: 7/29/2002
From: Seattle, Washington USA
Status: offline
I would like to see a long campaign (5/1/42 to 12/31/43) that assumes that the Battle of Midway DID happen and that the forces lost there are not available for this theater. I find it rather strange to be forced to include, the Akagi, Kaga, Yorktown, et al in full length campaign in the South Pacific.

For that matter, I would like to see mandatory withdrawals of units sent out of theater. A campaign with strictly historical forces would also be nice.

(in reply to rdcotton)
Post #: 5
Re: An extended campaign without Midway forces. - 7/31/2002 4:02:16 PM   
Long Lance


Posts: 274
Joined: 7/31/2002
From: Ebbelwoi Country
Status: offline
[QUOTE]Originally posted by tangent
[B]I would like to see a long campaign (5/1/42 to 12/31/43) that assumes that the Battle of Midway DID happen and that the forces lost there are not available for this theater. I find it rather strange to be forced to include, the Akagi, Kaga, Yorktown, et al in full length campaign in the South Pacific.

For that matter, I would like to see mandatory withdrawals of units sent out of theater. A campaign with strictly historical forces would also be nice. [/B][/QUOTE]

It's not that difficult to create such a campaign by using the Scenario Editor. You'll need not more than 10 minutes to do the job.

(in reply to rdcotton)
Post #: 6
- 7/31/2002 4:45:28 PM   
Oliver Heindorf


Posts: 1911
Joined: 5/1/2002
From: Hamburg/Deutschland
Status: offline
I wish a realistic AI CV-TF behaviour.

The Jap CV's are hanging around 4 hexes away from Lunga directly where the word "The Slot" is written on the map since 5 days and they pound Tulagi ground forces instead of taking out the Airfield at Lunga :confused:

This is sooooo unrealistic !

Why they should bother about Tulagi - the danger is Lunga with the airstrip !

I dont sent my CV-TF's in areas like this - and Nimitz would have fired Halsey if he had done this IMHO ;)

_____________________________


(in reply to rdcotton)
Post #: 7
My Wish List - 7/31/2002 6:33:45 PM   
tanjman


Posts: 717
Joined: 1/26/2002
From: Griffin, GA
Status: offline
Dear Santa, eerr um Matrix

:D This is what I would like to see in the next patch (not the big bug patch your working on).

Game:

1) Load troops only for transports. Needed to be able to rotate troops without striping much needed supplies from forward bases.

2) Ability to have C-47/Topsy pickup troops. Would be nice to be able to rotate inland troops, i.e. Kanga force at Wau without having to move a base force and transports there.

3) Submarine Patrol zones. A group of hexs that a sub will patrol.


Editor:

1) Ability to create Pilot Leaders.

2) Ability to edit aircraft replacement rates.

:D I know, I know, but like my granny says, if wishes were horses we would be up to our noses in horse sh!t. :D

_____________________________

Gunner's Mate: A Boatswain's Mate with a hunting license.

(in reply to rdcotton)
Post #: 8
- 7/31/2002 6:52:04 PM   
AlvinS

 

Posts: 665
Joined: 12/2/2000
From: O'Fallon, Missouri
Status: offline
[QUOTE]
1) Load troops only for transports. Needed to be able to rotate troops without striping much needed supplies from forward bases.

2) Ability to have C-47/Topsy pickup troops. Would be nice to be able to rotate inland troops, i.e. Kanga force at Wau without having to move a base force and transports there.

3) Submarine Patrol zones. A group of hexs that a sub will patrol. [/QUOTE]

I second these. :cool:

_____________________________

"Sometimes I wonder whether the world is being run by smart people who are putting us on, or by imbeciles who really mean it." ---Mark Twain

Naval Warfare Simulations

AlvinS

(in reply to rdcotton)
Post #: 9
- 7/31/2002 7:00:10 PM   
BillBrown


Posts: 2335
Joined: 6/15/2002
Status: offline
How about a 3a, a patrol zone for ASW task forces?

(in reply to rdcotton)
Post #: 10
- 7/31/2002 7:36:10 PM   
chrisp

 

Posts: 74
Joined: 5/31/2002
From: Wichita, KS
Status: offline
Or how 'bout this:

Create a new category of aircraft: Heavy Bomber (basically, B-17s and B-24s.) I frequently want to assign my B-25s/A-20s etc. to one mission and my Heavies to something else. Would really be a help if there were a "Assign all Heavies" button.

Also, do some work on routine convoy and barge destinations. Geez Louise, I've got Morobe in the red supply-wise and my barge convoys keep shipping stuff to Port Moresby (barge hub is Gili Gili). PM has more than double the required supply, but it doesn't matter.

I guess PM doesn't want to run out of Lucky Strikes and tropical chocolate.

Chris P.

(in reply to rdcotton)
Post #: 11
- 7/31/2002 7:51:32 PM   
Sonny

 

Posts: 2008
Joined: 4/3/2002
Status: offline
[QUOTE]Originally posted by chrisp
[B]Or how 'bout this:

Create a new category of aircraft: Heavy Bomber (basically, B-17s and B-24s.) I frequently want to assign my B-25s/A-20s etc. to one mission and my Heavies to something else. Would really be a help if there were a "Assign all Heavies" button.

............ [/B][/QUOTE]

I like this idea also. I'm usually too lazy to go and select each group individually and assign them a mission. I get around it by basing all my heavies at one base and my mediums at another base (I know - I already said I'm lazy).:)

(in reply to rdcotton)
Post #: 12
- 7/31/2002 9:23:17 PM   
NorthStar

 

Posts: 219
Joined: 5/17/2002
From: New York, US
Status: offline
[QUOTE]Originally posted by chrisp
[B]Or how 'bout this:

Create a new category of aircraft: Heavy Bomber (basically, B-17s and B-24s.) I frequently want to assign my B-25s/A-20s etc. to one mission and my Heavies to something else. Would really be a help if there were a "Assign all Heavies" button.

... snip

Chris P. [/B][/QUOTE]

Actually, you can do this already. Pick a medium bomber group and assign its mission to ALL LEVEL BOMBERS AT BAESE. Then, pick a heavy bomber group and assign its mission to ALL B-17's AT BASE. This is the same number of mission settings as having a Medium and Heavy group setting, unless you have BOTH B-17s and B-24s at the same base, which then requires one additional mission setting. Not a big deal in my book (that is, not worth effort which could go to more important enhancements).

(in reply to rdcotton)
Post #: 13
a couple of seconds... - 7/31/2002 10:04:10 PM   
doomonyou

 

Posts: 144
Joined: 6/26/2002
Status: offline
1) I second the reduction in heavy bomber repair. After a week's repair at a major airfield most of the damaged planes should be flying again...I find after two good raids on Rabaul that 2/3 of my planes are offline with some taking three weeks to heal. Don't go back to pre1.2 where dozen b-17s could be fixed in three hours but there is a happy medium in there.

2) second the splitting heavy, long distance bombers and mediums but its not critical

3) I second Not being able to load tired troops on APs without sucking the forward base dry of supply is annoying.

4) second the "go get troops and bring them here" for planes.

5) I feel Night bombing missions should be far more impractical than they are now. 9 betty's shouldn't be able to score 5-7 hits on PM's runway at night as they often do in my games. The british and germans had trouble over germany hitting cities at night, much less striking specific installations like runways and port repair facitlies. This is especially true of radar equiped bases when the light would be darkened prior to the enemy's arrival.

6) and please I beg of you if not in UV (although it should) than in WITP midoint interception...just make a toggle that the computer moves each TF one hex at a time for the movement phase...I am really tired of sending my subs into harbor because its the only way to do it. Its stupid and it detracts from the game.


All in all however I remain addicted and find the 1.2 to be 90% good, 10% need tweaking. Excellent support of a great product.

(in reply to rdcotton)
Post #: 14
- 7/31/2002 10:23:56 PM   
Dunedain

 

Posts: 224
Joined: 4/4/2000
Status: offline
If I'm not mistaken, the big upcoming patch is the one that will
include the ability to have surface combat TF's intercept each other
while passing through the same hex on their way to other destinations.

No more need for the hex to be a destination hex for one or
more of the TF's.

Matrix said months ago this was going to be worked on for a
major upcoming patch (naturally it takes awhile to incorporate
such a significant improvement), and I think this patch will likely
be the one where this correction debuts, since we've had a couple
intervening patches since then to fix bugs and make other
more easily implemented enhancements.

This is the improvement I most look forward to in the 1.3 patch. :)

(in reply to rdcotton)
Post #: 15
- 7/31/2002 10:45:29 PM   
chrisp

 

Posts: 74
Joined: 5/31/2002
From: Wichita, KS
Status: offline
[QUOTE]Originally posted by NorthStar
[B]

Actually, you can do this already. Pick a medium bomber group and assign its mission to ALL LEVEL BOMBERS AT BAESE. Then, pick a heavy bomber group and assign its mission to ALL B-17's AT BASE. This is the same number of mission settings as having a Medium and Heavy group setting, unless you have BOTH B-17s and B-24s at the same base, which then requires one additional mission setting. Not a big deal in my book (that is, not worth effort which could go to more important enhancements). [/B][/QUOTE]

Yeah, this is how I'm currently doing it. Just would save a little time, and I'm sure it would be hardly any effort at all ... but then, people are always telling *me* that when they don't know what they're talking about ;-).

I also strongly second (third?) the suggestion to load only troops. It can be an absolute disaster to send troops back home from bases like Buna or Dobadura and have significant amounts of supply sucked up as well. Same applies to fuel -- transports that have sufficient fuel to return to Noumea shouldn't refuel from Tulagi.

Chris P.

(in reply to rdcotton)
Post #: 16
- 7/31/2002 11:10:33 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
Not sure yet about bomber times needing to be tweaked back down a bit. I'm only a couple weeks into a new AAR as the US but so far i've found the repair/down times to be a nice control on not only "how" i utilize my bombers but also "when"

For example, during the start of the campaign, ran my airgroups at PM hard attacking and harrassing the advancing Japanese naval assets and transports. After nearly a week of hard flying and fighting i had ended up with more than 50% of my bombers damaged, not an unrealistic expectation. It also gave good incentive to keep the bombers "up high" for the same reason it was done in real life......to avoid heavy flak concentrations and make them harder to hit.

By raising my attacks to higher altitudes i found my repair rate becoming more favorable (due to less damages giving the mechanics time to catch up) as well as morale going up.

Hav'nt played much with the B-17's as of yet, however in resting them at their Austrailia base i'm finding them repairing 1-3 bombers per day. This seems reasonable given the supply and logistics situation in the SW Pacific at the time

I've seen references to the 8th air force in other threads and while some of it is pertient one should remember that in the early half of the strategic campaign that the Allies would have to rest for weeks at a time after a "big effort" in which they suffered heavy losses and damage. Sustained raids were not practical until many more units, planes and resources were avail so that B-17 and B-24 groups could be rotated in order to keep the pressure. Despite this such events as "Big Week" still required careful planning and preperation.

One must remember too that the bases supporting these operations were much higher up on the priority chain as well as more built up to handle the huge numbers of bombers. In other words the logistic infrastructure was far more extensive

1942 in the Pacific? I could see extended repair times easily given the shoestring budget the Allies had to deal with. The Japanese too felt the pinch given the extent of their supply lines.

So overall i'm liking the new ratings so far. They dont allow players to just run their BG and FG's 24/7, instead they need to be rested and prepped, especially if one suspects a major enemy movement in the near future, that way the maximum asset force levels are available to counter it.

My suggestions for 1.3

1) Bomb pen figures need adjustiing. As an addtion to the future WitP....the damage routine itself may need looking at as well to better simulate the effect of non-penetrative explosions in regards to fires and light SYS damage.

2) Possible tweaking of air to air routines....which appear to be a bit random in terms of advantage and position

3.) in addition to the tweak/fix mentinoed for surface TF's passing through the same hex i feel there should be a limited sort of "reaction" for a TF if an enemy force is within a certain range to it, the Recon level is high enough *and* if the speed differential between the two forces is enough to warrent an interception (such as a fast CA group being near a slow AP group)

4.) 2nd the supply-troop issue. though one easy fix for this is to tailor your TF so that it only has enough "capacity" to move the one unit or units being transported and little else

5)AP/AK durability factors may need looking at. I'm finding them to be suprisingly resilient in the face of multiple bomb and torp attacks. (unloaded TK's the exception)

one other comment on other suggestions

The night bombing routines may seem too accurate at first, however if there's any serious night fighter opposition, their accuracy goes way down to virtually nil......often simple disruption is enough and i've found that most airfield attacks under 10 "hits" are negligable in the extreme. Night bombing remains far less accurate than day attacks but they can be effective enough to 'play the game' with the enemy and make him decide between maximum daylight coverage and spreading it out between day and night

Historically the Allies at PM used night bombing tactics very agressively against bases such as Lae, at least in the early days before the balance of power shifted. Since pilot fatique via disrupted sleep routines are not factored, the sometimes modest returns on night raids can be somewhat justified

(in reply to rdcotton)
Post #: 17
No Horse too Dead to Beat - 7/31/2002 11:37:21 PM   
denisonh


Posts: 2194
Joined: 12/21/2001
From: Upstate SC
Status: offline
In one of my current PBEM games, I have had 8 B-17s sitting at Rockhampton damaged for 10 days without a single one being repaired (they start there with 8 damaged a/c in 4 sqns).

The sqn is set to training level 0, it is the only unit on the airfield, plenty of aviation support, and plenty of available supplies.

Not 1 a/c repaired in 10 days.

I do agree that it should not swing too far the other way, but this is unreasonable.

Erik Rutins has posted to the heavy a/c repair thread mentioning a relook at the maintenance rate.


I personally believe that at a large well supplied airbase, that the maintenance should be fairly reasonable, but less so in airfields where the supply is low, airfield rating low, and competing with other a/c. I do not think that they should be able to operate 24/7, but waiting 2-3 weeks to repair 8 a/c at a dedicated, well-supplied airfield is too much.

_____________________________


"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC

(in reply to rdcotton)
Post #: 18
Some things I would like - 8/1/2002 12:03:10 AM   
Gabby

 

Posts: 67
Joined: 4/26/2002
Status: offline
One thing I would like to have is to be able to selectivly turn on Animations and battle reports. I want to see these for Naval to Naval and Air to Naval, but Air to Air can be a bit of overkill. I know I can skip them by hitting esc, but I think if they could be skipped it would help speed things up.

Another thing that noticed that started happining in 1.10 is when Convoys load LCU, they go for the fast load. This means that even if I have 4 AP's with room for 2 RCT, the AI often loade 1 RCT onto all 4 AP's, and fills the rest with supply. Any one else notice this?

I think it would also be useful for some tools to help reduce micro management of LBA. I would like a quick way to see the Fatigue level of all groups, with out looking at each base.

If there was a way to control Sortie rate, that would be good. What I mean is I would like to be able to set a Heavy Bomb Group to attack an airfield, but I don't want them to attack every day, maybe every two or three days. This would be espically useful when trying to use longer turns, during slow periords. If I set a group of B-17 Squadrons to attack Rubal, and the turn length to 3 days, those squadrons will be in poor shape after the 3 day turn.

I don't see these problems as bugs, or really major problems, just some things that I feel would make the interface easier and quicker to work with.

(in reply to rdcotton)
Post #: 19
Re: Some things I would like - 8/1/2002 2:37:22 AM   
Sonny

 

Posts: 2008
Joined: 4/3/2002
Status: offline
[QUOTE]Originally posted by Gabby
[B]One thing I would like to have is to be able to selectivly turn on Animations and battle reports. .......... [/B][/QUOTE]

Or, for me, just have a toggle to deselect all the descriptive part of air-air combat and have it the way it was originally. I liked those air battles. Now I don't watch them unless there are only a very few aircraft involved.:)

(in reply to rdcotton)
Post #: 20
- 8/1/2002 3:44:11 AM   
WW2'er

 

Posts: 177
Joined: 4/20/2000
From: East Dundee, IL, USA
Status: offline
Here's my list. (All but #5 are not my original ideas, but things I would really like to see.)

1. Correct bomb penetration ratings and the subsequent damage caused.--------Great post on this in the Bug forum. (This will make a major difference, but it will be more historically correct.)

2. Correct AP, and AK load figures. --------Another poster gave proof that the liberty ships carried much more than current Allied AP's and AK's are allowed to carry.

3. Add "REST" to the options for our air crews and ground troops.----Making us set them to "Training" and the training level to "0" is ridiculous.

4. Change to a date format instead of a number of days format on the ship availability list.------i.e. I can expect the possibility of a another carrier after "December 15, 1942", instead of "112 days".

5. Add "Retire to Task Force..." to Bombardment Mission setup screen.------This will allow for bombardment task forces to leave, bombard and then return to the air cover of a CV task force.

6. Change the AI routines to make sure they will protect transport task forces with air cover or a full CV task force.-------At least surface task forces have decent AA fire capability. Unescorted transports that are constantly sent out within range of Land Based Aircraft is the AI's biggest weakness IMO.

7. Waypoints. - - - - (I doubt we will see them in UV, but they would really come in handy.)

8. The chance for task forces to react and battle it out while on the move, not just at their endpoints.-------already discussed.

There. That should keep'em busy for a while..:p :D

Seriously though, I figure numbers 1-4 wouldn’t be extremely time consuming to implement and might make it into the next patch. The others, I hope for, but realize they may take a lot of work, and I may not even see them, but a guy can ask and hope….right? ;)

I love the game Matrix! Thanks for the great support and keep up the good work! :)

_____________________________

WW2'er

"That [state] which separates its scholars from its warriors will have its thinking done by cowards, and its fighting by fools." — Thucydides, 'The Peloponnesian Wars'

(in reply to rdcotton)
Post #: 21
- 8/1/2002 3:55:07 AM   
Wilhammer

 

Posts: 449
Joined: 5/24/2002
From: Out in the Sticks of Rockingham County, North Caro
Status: offline
I'd like to have a realism toggle for allowing or not allowing Marine AGs to operate from CVs.

(in reply to rdcotton)
Post #: 22
I have too much time on my hands so I - 8/1/2002 4:02:43 AM   
Black Cat

 

Posts: 615
Joined: 7/4/2002
Status: offline
...want to plot the TF`s destination one hex at a time please.

(in reply to rdcotton)
Post #: 23
- 8/1/2002 4:11:28 AM   
Raverdave


Posts: 6520
Joined: 2/8/2002
From: Melb. Australia
Status: offline
There is no [I]real[/I] need for another patch that I can see, sure the bomber repair times have now become a bit of a pain ( ! ! !), but I have to say that I am happy.

If there has to be another patch....it should be called WiTP;)

_____________________________




Never argue with an idiot, he will only drag you down to his level and beat you with experience.

(in reply to rdcotton)
Post #: 24
dooms thoughts on bombs - 8/1/2002 4:33:50 AM   
doomonyou

 

Posts: 144
Joined: 6/26/2002
Status: offline
1. Correct bomb penetration ratings and the subsequent damage caused.--------Great post on this in the Bug forum. (This will make a major difference, but it will be more historically correct.)

I agree that 1000lb bombs would not cause a great deal of flotation damage, but they should cause a fair amount of system damage. I plastered the Nagato post-bombardment with 12 (!) 1000lbs bombs and 3 500lb bombs and it sunk the next turn. I do not find that entirely disagreeable as the entire super structure and most of the upper decks must have been flaming wreckage. Even given the heavy armor of such a beast, a beating like that should result in either career ending crippling or sinking, especially for Japanese ships whose damage control we all know was not the best.

While i have no way to test it, and am not an expert in the rejection characteristics of massive explosions vs. armor...I would imagine that the filler of a 1000lbs bomb when it goes off in contact with armor would certainly blow a fair hole in it. This would spray molten steel through everything beneath it, causing extensive damage and fire (and crew casulties). Anything on the deck for at least fifty feet would be almost certainly vaporized or shocked out of whatever mounting it had unless it was the main turrets, etc.

While this type of spalling and such would not sink a BB a dozen hits like that would render I would guess the top three decks and the whole of the ship above that a total loss. Lucky would the ship be to survive such a beating.

IMHO....

(in reply to rdcotton)
Post #: 25
- 8/1/2002 4:47:06 AM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
I have more! I have more ! (kind of like AOL's "You got mail! You got Mail! but hopefully less annoying :) )

5. Readd ship names for surface combat resolution. As discussed previously, yes, it does go a little against FOW, but i dont think it does any real harm any more than seeing the names of fighter groups, bomber groups and land combat units during their resolution phase and it makes for great entertainment. Please dont add it to the FOW option being "off" as few if any play with FOW disabled. One could still retain the "grey out" effect to give players a better idea of which ships have been spotted to reduce player complaints that ships arn't taking as much part in the battle as appearances would warrent. FOW is great for leading up to the fight and hiding your intentions but once the battle is joined i like to see who's grappling and how they do as a result. Think of it this way....once the battle has begun, its too late to do anything about it other than watch and cross your fingers ;)

6. This applies more for WitP than UV as it may be too signifigant a code change to warrent a "patch" but i would suggest a serious revamp of the "training" fuction for airgroups

There are two signifigant problems contained with it making it virtually useless right now

a) The pilots who need the "training" least tend to get most of the missions (and the corresponding fatique and 'risk' of operational accidents) When placing a unit on say 50% training, there should be a routine in place to favor inexperienced pilots getting the training over the veterans. As it stands now i'll often see the green pilots sitting on the ground with little fatique while the veterans have 100+ missions of training and serious fatique. Part of this i realize is also due to operational accidents killing the greenies resulting in one seeing fresh faces at zero missions, that leads to b.

b) It is impractical to have to go through a dozen or more airgroups each day to turn their training feature off when the weather turns inclement. As a result, one often can actually see their unit's experience going down vs up or even staying the same because one losses gaggles of pilots (and not all of them green by any stretch) because they are training in thunderstorms
By default any unit on Training should only train under favorable conditions. (once had my best carrier.......all 90+ veterans, lose so many pilots in 'training' that their average exp dropped 10 points in two weeks.) The way it is now, i dont dare put a decent unit on training for fear of operational accients in bad weather taking out my prized veterans as like what happened to my carrier in the example above

7) ***strictly a WitP suggestion*** but i'll put it here since it touches on the concerns of uber-BB's and CA's in the face of reduced bomb penetrations. Major systems damage ala primary turrets, and propulsion should be restricted to major ports with established shipyards, such as Pearl Harbor, west Coast, and Japan. This would add further to the need for a player to act cautiously when deploying their ship assets even in the face of only moderate air attacks. Being able to repair a 14 inch gun turret at the Shortlands is not very practical. When Halsey's spoiler attack raided Rabaul in 43 just prior to the Bouiniville invasion, the biggest success factor was not in the sunk/disabled catagory but in how many of the big cruisers were forced to spend weeks trudging back to Kure, Japan in order to have major weapons/propulsion systems fixed. Even big bases like Rabaul and Truk did not have the facilities to address these major forms of repair. Warship down time can be just as devastating as a ship being sunk as both have the same effect on future battles.....i.e. "none"

8) Weather routines. Too random. one day sunny....next day thunderstorms....next day overcast....next day sunny. I realize the forcasts are not for the entire theatre but still....it would be nice to see a bit more of a pattern. Right now it just seems like a total random role. This is a minor quibble so if it is'n't addressed i wont throw a cylinder.

oh and 2nd the suggestion about improving the AI routines for covering invasion TF's......i've already played havoc with the PM invasion force thanks to the AI placing it's CV TF well to the rear of it allowing me to nail it at long range. Not that i dont appreciate it of course :)

(in reply to rdcotton)
Post #: 26
nik's#7 is a great point - 8/1/2002 5:17:12 AM   
doomonyou

 

Posts: 144
Joined: 6/26/2002
Status: offline
7) ***strictly a WitP suggestion*** but i'll put it here since it touches on the concerns of uber-BB's and CA's in the face of reduced bomb penetrations. Major systems damage ala primary turrets, and propulsion should be restricted to major ports with established shipyards, such as Pearl Harbor, west Coast, and Japan. This would add further to the need for a player to act cautiously when deploying their ship assets even in the face of only moderate air attacks. Being able to repair a 14 inch gun turret at the Shortlands is not very practical. When Halsey's spoiler attack raided Rabaul in 43 just prior to the Bouiniville invasion, the biggest success factor was not in the sunk/disabled catagory but in how many of the big cruisers were forced to spend weeks trudging back to Kure, Japan in order to have major weapons/propulsion systems fixed. Even big bases like Rabaul and Truk did not have the facilities to address these major forms of repair. Warship down time can be just as devastating as a ship being sunk as both have the same effect on future battles.....i.e. "none"

When the man is right, the man is RIGHT!!!:)

(in reply to rdcotton)
Post #: 27
Re: dooms thoughts on bombs - 8/1/2002 6:58:40 AM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
"I agree that 1000lb bombs would not cause a great deal of flotation damage, but they should cause a fair amount of system damage. I plastered the Nagato post-bombardment with 12 (!) 1000lbs bombs and 3 500lb bombs and it sunk the next turn. I do not find that entirely disagreeable as the entire super structure and most of the upper decks must have been flaming wreckage. Even given the heavy armor of such a beast, a beating like that should result in either career ending crippling or sinking, especially for Japanese ships whose damage control we all know was not the best. "



Gotta disagree with this. The only "career ending" ever done by bombs alone vs a heavily protected battleship in WWII were uber-bombs such as the 2000ILB AP carried by Stukas against the old Marat in port (mag explosion, she also recieved very little upgrading from WWI and had very thin deck armor) and the use of 12,000ILB "Tallboy" bombs against the Tirpitz and dropped from 10,000 feet.

Arizona and Roma i dont count as the former was hit by converted 16.1 inch AP naval shells from 10,000 feet and Roma was hit by what was in effect the world's first semi-guided missile and the "Fritz" was another very heavy speicimen deployed latewar.

Nagato's vitals were protected by up to 7inches of armor (over mags) and she would have been far from "crippled for life" if hit by a dozen 1000 pounders. Topside damage could have been extensive i agree but this is not a sure thing as even carriers could be hit by 1000ILbers and not always suffer large structural damage.

A good example to look up was the high level bombardment of the Strassbourg by 1,600 ILB semi-AP bombs in 43 or 44 (dont have the source with me) while some damage was caused it was not crippling for life and the armor defeated or localized all of the bombs before detonation. The worst damage was cuts in the electrical system which were certainly repairable.

Battleship Hiei was little effected by bomb hits other than to disrupt work on her already damaged steering engine room (unarmored) and to cause the captain to decide to scuttle in the face of saving crew vs continued pounding. But the ship itself was not turned into a charnel house by additional attacks. The opposite in fact.

A far cry from reducing superstructure and decking to "flaming wreckage" Helldivers failed to stop these brutes at Leyte (both Kurita's as well as the Ise's with the carrier bait force) and also made little impression against the Yamato and Musashi. True they were the ultimate BB's but there superstructure areas were just as unarmored. The point is that a bomb hit will not always result in "flaming wreckage" in the area hit. Sometimes it wont always even result in a fire.

Examples of smaller bomb hits..........(250kg) hits on PoW and Repulse resulted in negligable damage and little to no fire.


"While i have no way to test it, and am not an expert in the rejection characteristics of massive explosions vs. armor...I would imagine that the filler of a 1000lbs bomb when it goes off in contact with armor would certainly blow a fair hole in it. This would spray molten steel through everything beneath it, causing extensive damage and fire (and crew casulties). Anything on the deck for at least fifty feet would be almost certainly vaporized or shocked out of whatever mounting it had unless it was the main turrets, etc. "


No it wouldn't It might "scoop out" or dish in the armor a bit but unless the armor is very thin it will not blow holes in it. The reason for this is because if the bomb detonates on impact before penetrating the armor, a good portion of it's kinetic force will be directed away from the armor. Blast effects will always follow the path of least resistance and a moderate to heavy armor deck will offer the most resistance. This is why AP shells that work properly do more vital damage to a battleship or other armored ship vs one that is either defeated or an HE shell. because the AP shell "punches" through the armor "before" detonating allowing the blast and splinters to do their work in the area being protected as opposed to outside it.

"While this type of spalling and such would not sink a BB a dozen hits like that would render I would guess the top three decks and the whole of the ship above that a total loss. Lucky would the ship be to survive such a beating."

It would either take a very large amount of bombs or some very lucky hits to do this. Ships tend to be much more resilient than that. torpedoes are of course a different story because they strike below armor, cause flooding and because blast effects underwater tend to be magnified in often the path of least resistance for a blast is inside a ship as opposed to the surrounding water.

As an opposite case study, only the Yamato class battleships survived suffering more than 3 torpedoes at sea without either being crippled or sunk.


Now, since it is acknowledged that as an operational strategic game, UV can only do so much detail on the damage level, as a "general rule" SYS damage for non penetrating hits should be kept to a minimal level to reflect the difference and effect that armor makes in rejecting, shielding or localizing damage. This is what seperates the well protected from the Tin-clad. (a small random of course acceptable)

However especially in the case of all HE weapons (shells as well as bombs) there should be good to high chance of fire damage being caused......the bigger the bomb or shell, the greater the chance. Fire at sea is a nasty business and unless quickly brought under control, "it" will end up doing what the bomb couldnt do directly......cause increased SYS, Propulsion and weapons mount damage.

So sticking to bombs only, while they would have little chance of penetrating decks and causing floatation damage (and resulting in a one turn sinking.......not very realistic) they could cause enough fire and light SYS damage that the ship would be forced to beat a retreat back to base for repairs. If the fires go out of control and spread......then like progressive flooding you have a major problem.

As mentioned, left burning long enough you will then see the SYS and weapons damage ala the "Mogami" at Midway......afloat but crippled.

left longer and you have Mikuma.....abandoned to sink or be scuttled.

For this to work though, Fire damage must be a seperate roll from armor penetration and fires need to be reworked so that they do not always automatically get put out regardless of their intensity. This should tie into the damage control factor. (which would be nice if it was variable on a ship to ship basis as some crews were better than others in this regard)

And of course, as a refresher, one should remember too that a bomb can do damage to lightly or unprotected secondary weapons mounts and radar installations so while bombs are not nearly as life threatening to armored ships as torps, they cant be ignored, especially if the ship realistically has to steam back to a major shipyard to repair it. A surface commander who ignores airpower does so at his peril

Going to the complete general, it is usually better to go with conservative 'damage' estimates rather than extreme when dealing with a wargame that must by necessity abstract a good portion of damage to a ship. We see this already with torpedoes as it usually takes more torpedoes than one would expect in alot of situations to sink because the game simply does not have the coding/space to deal with all the variables.....(specific ship design vs underwater damage, TDS, counterflooding, pump capacity, exact location of hit etc etc) however UV makes up for this greatly by including progressive flooding rules which can acomplish the same results only slower by nature of the 24 hour turns. (very deadly for the IJN which doesnt get a bonus to DC)

It is also the same for shells. Obviously even battleships arn't armored everywhere but the game takes the correct course in dealing only with armor vs pen in the stronger areas because for one, the "vitals" are in effect protected by the thickest armor so in general ships in the combat routines will come out much as they did in real life for the most part (seen by myself at least so far in tests......the one exception here is fire damage, esp if small caliber HE shells are being lugged at close range such as in night battles)

It should also be the same for bombs. Yes a bomb can cause massive structural damage at times but more often it will not as it requires the bomb to strike a sensitive area to create such an effect and/or it 'does' need to penetrate the armor to reach a vital/critical compoenent as was the case in the destruction of the battleships Roma, Marat and Arizona.

Another way to look at is all these 'pinpricks' with the occasional lucky hit thrown in, coupled with normal wear and tear will quickly cause a ship to go from 100% operational to being in bad need for repair giving the player the classic dilemma as presented by this type of game. Do i keep a ship in the line? or send it back for refit? Will this ship missing from the lineup be key to a future battle? or will it's presence be more of a handicap or worse, give the enemy a target to sink?

Right now....bombs, without any help from torps which should be the most dangerous weapons on average in the game vs warships, can do the job all by themselves, often in one turn or if IJN, a few turns if they damage the FLT rating enough with all the constant penetrations to make getting back to base an impossibility.

It can be possible to model the lucky hits, but by default, they should be the *exceptions* to the rule, not the rule itself. Right now devastating damage is the rule and must be addressed, either here or in WitP

(in reply to rdcotton)
Post #: 28
Probablilistic Model - 8/1/2002 7:38:16 AM   
denisonh


Posts: 2194
Joined: 12/21/2001
From: Upstate SC
Status: offline
Modelling any process (combat or otherwise) involving some kind of probability will have built in an "unusual" outcome, assuming that there is always a probability for some event to occur.

So even with a .1% chance, it can happen (approximately 1 in 1000 chances). Combat is an activity I would call no sure thing until you are writing the After Action Reviews.

So bombing a BB will need to have that small chance for an Arizona like outcome. No matter how small.

_____________________________


"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC

(in reply to rdcotton)
Post #: 29
Re: Probablilistic Model - 8/1/2002 8:08:56 AM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
[QUOTE]Originally posted by denisonh
[B]Modelling any process (combat or otherwise) involving some kind of probability will have built in an "unusual" outcome, assuming that there is always a probability for some event to occur.

So even with a .1% chance, it can happen (approximately 1 in 1000 chances). Combat is an activity I would call no sure thing until you are writing the After Action Reviews.

So bombing a BB will need to have that small chance for an Arizona like outcome. No matter how small. [/B][/QUOTE]

I agree. But thats not what happens now. Right now all ships suffer an "Arizona" by virtue of 100% penetrations of deck armor by 1000ILB HE bombs on all BB's short of Yamato possibly (though the stat given me by Paul V would penetrate even that brute)

Anything up to but not including 5 inch deck armor is penetrated 100% of the time by 500ILB HE.

When i say "Arizona" i dont mean mag explosion of course as i dont think this is modeled in per se, but by penetrating you do get the tripple blow of SYS, FLT and FIRE damage which can often lead to crippled and sunk heavy and medium units (by bombs alone) in but one turn.

The chance for catastrophe should be small, the exception to the rule, not the rule itself.

Most ships die hard. It just doesnt often look that way because the few exceptions often do so in such spectacular ways that they overshadow the larger picture.

A good system to introduce a logical probability in terms of armor vs pen would be to incorprate a system similar to GG's Battlecruiser game which allowed each shell hit a 10% chance to half the value of the armor it was striking. That way it was 'logical' in that it prevented certain odd results such as 5 inch shells penetrating 25 inch turrets (reduced by 1/2 to 13 inches) because even having hit a "weak spot" it still couldnt punch through but at the same time within reason, it eliminated the 100% certainy of armor vs pen that an engineer would envision when the warship is on the drawing board.

A weapon whose' penetrative qualities match the armor being attacked should have something like a 50/50 chance of punching through which is part of why I suggested setting the 1000ILBer HE to about 2 inches or 50mm. This way CA's would not be immune but at the same time would not be skewered 100% of the time like they are now and 2 inches in general is reasonable for an HE weapon dropped from well below 10,000 feet.

500ILB HE bombs should have little penetrative qualities. Since UV must deal with certain abstracts, i'd make it 1 to 1.5inches. This leaves unarmored merchants, carriers, CL's and DD's vulnerable.....ships with marginal armor might stand a better chance and of course, ships with 2 and 3 inch decks (like the BB Kongo) would not be getting skewered by even these modest bombs.

Fire damage should be a seperate and dangerous threat of course.


This was the same exact situation that was happening in the 1.0 version of UV in the surface vs surface routines, with shells scoring all the "exceptional" hits as routine resulting in everything including battleships getting a "tin clad" effect 1.10 addressed this and now S v S is much more realistic overall. Obviously with any game where damage and armor vs pen must be abstracted to some degree, its not perfect, but its *infinantly* better than what we had before 1.10 when ships could cripple and sink each other left and right due to armor being a virtual non-factor. Some could justify these results by quoting probability or citing examples of unusual armor/pen interactions but the point was, that these were not unusual in UV....they were the rule! Therin lay the problem.

Hopefully 1.30 and/or WitP can now address the third major weapons group in the same fashion....i.e. GP or HE bombs.

One thing is certainly clear, agree or disagree. A GP 500ILB bomb cannot penetrate 5 inches of armor quality steel, and a GP 1000ILB cannot penetrate 9.8 inches! Alot of battleship AP shells cant even acomplish such results at extreme range

(in reply to rdcotton)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> 1.3 Wishlist ?? Page: [1] 2 3   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

0.906