FatR
Posts: 2522
Joined: 10/23/2009 From: St.Petersburg, Russia Status: offline
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quote:
ORIGINAL: John 3rd If you could explain this a bit more to me (so I am clear on the idea), I think it might be a good idea. Am just a bit murky as to the specifics. Could you provide several examples when you get the chance? It is easy to correct lift capacity for whole classes of transports in the editor. Why I don't really want to do that? That's because fuel consumption seems to be either hardcoded for certain classes of ships, or depending on ship stats in a way I don't understand, so any big changes here will have a profound impact on Japanese fuel calculation that might break the game in the long term (i.e., if a ship hauls less resources while burning the same amount fuel, you'll need to burn more fuel to keep Honshu stocked). Note, that if you agree to the super-radical engineer reduction, proposed by JWE, this will somewhat mitigate the problem of excessively robust Japanese economy, as many piles of resources will become very hard to extract, requiring the player to send a trickle of small and vulnerable convoys that actually can dock in places like Nauru. quote:
ORIGINAL: John 3rd Stanislav--If you would like to take-on this nightmare, we could do it. The key point is what would we limit this work to? Engineering units? Base Forces? Engineers within Infantry units? Engineers within HQ Units? Do we slash them AND vehicles in half? Engineers and vehicles, everywhere. That's why it's a lot of work. But see JWE's suggestions. quote:
ORIGINAL: John 3rd a. What would be the exact changes on a 'DaBabes-style' DCs/E-Class Ships? Some of the exact numbers are in the post #555 by JWE. quote:
ORIGINAL: John 3rd c. Starting 6/42 the old CLs are pulled out of line to convert over to CLAA. This would be an extensive conversion pulling them out for quite some time. We do it by ship class with oldest going first. I'll go through and formally create a proposal for this soon. How about that? No problem. quote:
ORIGINAL: JWE We cut them drastically in DaBabes, but are finding they need to be cut even more. All things considered, and with all due respect, we cut them by 50% but think it's probably better to cut them down to 10% of the original values, with due consideration given to some of the 'special' capabilities. Am willing to work with John on this. 10% sounds really, really drastic. While I admit that this will remove current near-independence from existing infrastructure all right, I'm quite afraid of the impact on playability. Did you actually tested how such radical reduction impacts the game?
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