Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Slowing down Air & Naval operations

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Slowing down Air & Naval operations Page: [1]
Login
Message << Older Topic   Newer Topic >>
Slowing down Air & Naval operations - 3/29/2013 8:45:18 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
As I now played the Guadalcanal scenario and saw that so few ships are upgraded and many air groups are still at low XPs I wonder if small steps should/could be taken to slow down Air and Naval operations similar to the slow down of land operations(wasn't the whole planing process introduced there for?) that was in the game right from the start
Seeing that michaelm for example added double air support on big airfields I hope that small steps in slowing down naval and air operations are considered too.

1. Naval operations
I propose to let upgrades only proceed if all requirements are fulfilled. This means that if a ship needs a yard to do its upgrade the ship has to stay in the yard to proceed with the upgrade.
The way it is now one can simply let the upgrade start but can than pull the ship out of the yard without the upgrade process being stopped.
If the requirements have to be fulfill over the complete process the player usually things twice if he wants to do the upgrade at a nearby base or let the ship move further back so the frontline yards aren't filled with ships in the process of upgrading.
This would extend the time for such upgrades as ships travel longer or block frontline shipyards, either way it would slow down naval operations.
Hopefully this would also stop mass upgrades like US sub fleet completely upgrading to radar in April 42 that are totally ahistorical.

2. Air operations
I propose to let the pilot values drop if switching to a new plane, all by a random factor, maybe the higher the XP the lower the drop is, so veterans can handle switching planes better.
The way it is now upgrading to a new plane isn't a problem at all even at a frontline airfield as the unit is soon back in action.
If the pilot values drop the player hopefully considers to move the unit further back and let it train for some weeks to get them back to their old values, I guess that would simulate the process of getting the pilots and ground crews accustomed to the new plane type at a none frontline airfield.
This way the air groups would keep outdated planes longer at the frontline or lower their pilot values at the frontline or move the air groups back for the upgrade & retrain process, either way it will slow down air operations.


So are these ideas worth considering?

_____________________________

Post #: 1
RE: Slowing down Air & Naval operations - 3/29/2013 8:54:36 PM   
Hotschi


Posts: 548
Joined: 1/18/2010
From: Austria
Status: offline

Both ideas are very good.

quote:


The way it is now one can simply let the upgrade start but can than pull the ship out of the yard without the upgrade process being stopped.


I consider this - as it is now - being a bug. Should not be possible - but I am no engineer.


_____________________________

"A big butcher's bill is not necessarily evidence of good tactics"

- Wavell's reply to Churchill, after the latter complained about faint-heartedness, as he discovered that British casualties in the evacuation from Somaliland had been only 260 men.

(in reply to BigDuke66)
Post #: 2
RE: Slowing down Air & Naval operations - 3/29/2013 10:33:53 PM   
awadley

 

Posts: 153
Joined: 9/1/2004
From: Wichita, KS
Status: offline
During the early stages of the War, units were upgreaded (Air) where ever they were and the aircraft could be delivered.  There was not enough personnel trained to replace and retrain the ground personnel.  The rear echelon training didn't start until at least mid '43.  As for the ship upgrades, it has been stated that the need for shipyards was put in to represent the need for the larger equipment that was available at the shipyard.  This equipment was not available forward with ships providing the repair facilities.  Just a shot at what it was really like back then.

Edit: It didn't mean that a drydock was required for all these upgrades, just that more detailed and heavier port/yard equipment was needed (dock side cranes and warehouse space with access to larger dock and handling equipment).

< Message edited by awadley -- 3/29/2013 10:41:55 PM >


_____________________________



Gunner USMCR

(in reply to Hotschi)
Post #: 3
RE: Slowing down Air & Naval operations - 3/29/2013 11:08:20 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
quote:

ORIGINAL: Hotschi


Both ideas are very good.

quote:


The way it is now one can simply let the upgrade start but can than pull the ship out of the yard without the upgrade process being stopped.


I consider this - as it is now - being a bug. Should not be possible - but I am no engineer.



I consider it not a bug, but a representation of the reality that not all of the drydock space is portrayed on the map, but all of the actual ships built are in the game. Does anyone think that the drydock capacity of the entire east and Gulf coasts of the US was 300,000 tons? Or that the SF Bay area was about 200,000?

The game is not a sim. There are abstractions. As it is, the balance on ship repair and upgrades works very well.

_____________________________

The Moose

(in reply to Hotschi)
Post #: 4
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Slowing down Air & Naval operations Page: [1]
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

1.406