Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Carrier combat is SERIOUSLY compromised

 
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] >> Strategic Command Series >> Strategic Command WWII: World at War >> Tech Support >> Carrier combat is SERIOUSLY compromised Page: [1]
Login
Message << Older Topic   Newer Topic >>
Carrier combat is SERIOUSLY compromised - 11/17/2021 1:39:49 AM   
Elessar2


Posts: 883
Score: 0
Joined: 11/30/2016
Status: offline
I have been running tests with my Naval Test scenario, and have discovered something truly bizarre.

As indicated in my scenario thread, I built this test scenario to try out fleet engagements, suspicious of some strange things that I noticed in my most recent game vs. Old Crow Balthazor running my War in the Pacific version .815.

My concerns were threefold. I wanted to test the effects of National Morale, experience, and ship supply on naval battles but most critically carrier engagements.

NM turned out to have an effect, but it was relatively small tho still significant. It often would mean -1/+1 penalties to damage inflicted/received, which is consistent with the results from our game (where it took 8 strikes to sink one fleet carrier). Experience likewise proved helpful, again often adding +1 to damage inflicted or -1 to that received. [The overall average in my tests was around +/-.75, tho I would need a larger sample to nail that down.]

It was supply tho which was the real difference maker, and the effects could not be more stark. Starkly weird. Damage to bombing wings was itself pretty excessive, except when it wasn't. [read on...]

Here's what you can do to test it yourself. Run the game in hotseat, set 5 of the Japanese carriers to non-intercept mode (make sure you choose the 4 w/ +1 experience), hit end turn. Run a full battery of escorted strikes (use Naval/Tactical not mix) against the Japanese task force, BUT leave the +1 Experience ones alone, bomb the others. You should be able to do 11 bombing runs.

My results typically would sink 2 IJN flattops, but at a huge cost to the US fleet. Typically the air wings which did the bombing runs would be at zero strength after two strikes, the first one often inflicting up to -8 points (a mixture of minor damage from the interceptors, usually 1-2 points, followed by massive damage during the actual bombing run of -4 to -6 points). The escorts fared better losing 2-3 points per each of their 2 escort missions.

The Combat Predictor would typically show this:

6 3

Which pretty closely matched the actual results (note they sometimes took an extra point of damage from the interceptors). So the large amounts of damage taken by the bombing wings was weird enough. Note the Carrier Attack ratings were 6, CD 3 (since I used +3 Naval Weapon tech for both sides), so you'd think all other things being equal that they'd inflict more damage than they would receive...

It's what happened when the Japanese got in their licks that things took a massive turn into the surreal. Recall the experienced CV's played no part in the previous turn's events, but they definitely ran the bombing runs during the counterstrikes...

They selected the US carriers which had done the bombing runs as their targets, mainly because their supply was 7 & 5 for the ship and air wing respectively. [The US escorts were typically at supply 9, but it didn't list 2 separate numbers like it did for the bombing units-oddly it showed "9 5" after one escort run, then just "9" after two escort missions: was the air wing at zero then?)

To my utter shock, the Combat Predictor showed the following typically:

0 6

Yes, you read that right; they were predicted to suffer NO losses whatsoever! [For the actual bombing runs, tho again the interceptors often did 1-2, and they still occ. took another 1-2 on the actual run]

The bombing units had a supply of 10, the targets 7 (that was for the ship itself; they didn't intercept anything of course because they were all still in N/T mode).

Long story short the US would typically sink 2 IJN carriers, but the Japanese, already down those 2 sunk units, managed to usually sink FOUR on their counterstrike!! Note I ran it again without the experience bonus, and the results were similar (with a bit more damage taken by the bombers). In the end the US survivors all had zeroes for the air wings of the bombing ships, between 4 & 8 for the escorts, while the IJN bombing units still had 8-11 for their air wings (4-8 for the ones which didn't bomb).

Now. I had, coming in, assumed that the navy which got the first set of strikes in would have a big advantage. Turns out I was wrong. I can grasp if this is working as designed, at least as far as giving the side which defends first a chance to still win the battle. But for a mere +3 advantage in supply to equate to NO losses on the actual bombing runs is completely off, and can't possibly be WAD.

It means my scenario must sit moribund (as I nonetheless tweak some other things) and cannot be played as long as this state of affairs holds. Note I am using vanilla's settings here, with 2 minor exceptions: I gave the IJN a -0.5 to their Air/Carrier defense ratings (to reflect poor IJN damage control), and Radar gives carriers a +0.5 Air/Carrier Defense bonus per tech level.

The only guess I can hazard is that the naval routines are using the land combat ones, where a 10-7 supply advantage could add up to an analogous huge edge (tho I guess I'd need to test that next).

I hope the devs will take a long hard look at the code here and come up with a viable solution. I can't believe prior playtesting has not apparently uncovered this, and/or in regular games between players.
Post #: 1
RE: Carrier combat is SERIOUSLY compromised - 11/17/2021 3:31:13 AM   
SittingDuck

 

Posts: 1166
Score: 0
Joined: 9/1/2002
Status: offline
It is very interesting. And concerning.

I will say I am not at all surprised that playtesting nor especially gaming did not pick that up. You ran a control, whereas in any game (even playtesting) there are going to be rolling circumstances and no way to have a control.

I think what you did was wise.

(in reply to Elessar2)
Post #: 2
RE: Carrier combat is SERIOUSLY compromised - 11/17/2021 1:40:43 PM   
BillRunacre

 

Posts: 4945
Score: 2
Joined: 7/22/2013
Status: offline
I've run some tests in a separate campaign with no variables whatsoever apart from supply, with both sides purely bombing each other, i.e. there are no interceptions or escorts, and am finding that there is a difference to lower supply Carriers, but the difference isn't that great, normally a difference of +/-1 to the combat outcomes even when the supply differential is much more than a 1 point difference.

However, Morale and Readiness are leading to greater differences in the combat results, to which supply is of course a factor, though the high experience of many IJN Carriers in your campaign will tilt things in their favour. Overall the US also appears to be starting with lower readiness and supply on some of their Carriers, which won't help.

One thing I have found though is that if the side that strikes first sinks some of the enemy's Carriers, then they will suffer a great deal less in their opponent's turn simply because the latter is now outnumbered, e.g. in my test 6 British Carriers attacked 6 German. 2 were sunk, leaving the Germans with just 4 to strike back with. It was a British victory. While this is a digression, it does highlight the significant benefit of striking first.

I think to take this further we need to work out exactly which variable might be causing any significant differences, and then seeing if that is a reasonable variable or not. Currently I suspect it is Morale and Readiness but as I didn't have any air-air combat in my test maybe I'm missing something?*

Do you want to set up a test campaign where literally everything is equal and then send it over, with instructions as to the exact steps to highlight the issue, i.e. which settings on the Carriers, which supply values etc, to look out for? I recommend just using a fairly small number of Carriers.

* I did subsequently run a test with air-air combat and the results were still mixed. More painful overall too!

< Message edited by BillRunacre -- 11/17/2021 3:17:55 PM >


_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to SittingDuck)
Post #: 3
RE: Carrier combat is SERIOUSLY compromised - 11/17/2021 5:30:42 PM   
Elessar2


Posts: 883
Score: 0
Joined: 11/30/2016
Status: offline
I have already zeroed out the experience boosts for the IJN; that done it would seem everything else is indeed equal (I can nuke the NM scripts I alluded to above as well). I can upload a new version reflecting that later today. I am aware that vanilla only has a max NW level of 2, not 3, tho playtesting w/ a max of 2 didn't change things significantly.

I also discovered 2 more even more pernicious effects. I had 10 fleet CVs for each side, so simply set their supply levels from 10 9 8 7...down to 1 in the editor, then went into the game to see what effects the supply levels would have, as per the combat predictor...

I fully expected, as per the earlier tests, to see a big difference as supply dropped down to 5 (much less 1).

I did not. Even a Supply 10 CV bombing another CV w/ Supply 10 vs. Supply 1 showed 4:3 on the damage predictions for the former, but 3:3 then 2:3 as I went down to the the 1 supply CV. So in the game something happens BEYOND the supply drops to greatly lessen their effectivess while on defense (few/no damage inflicted to the bombing wings).

THEN I noticed in another run of tests something even weirder. The predictor would show c. 5:4 say. The bombing carrier would inflict maybe 5-7 damage (got a little lucky), knocking the hull of the target down to 3-5...

All of a sudden the damage inflicted back on the bombers dropped down to 1 or even zero, contrary to what the calculator predicted; in other words the damage calculation for the retaliation was apparently done AFTER the target took the damage it received! After said hull damage presumably porked the supply/morale/readiness even more. IOW do little damage on the bombing run, take a lot back in retaliation; do a lot of damage bombing, take very little in return.

They should be simultaneous, shouldn't they? Save the relevant variables for the retaliation, and not recalculate them once it has been bombed? This just unbalances naval combat even more than it already is, in light of my recent discoveries in my OP.

(in reply to BillRunacre)
Post #: 4
RE: Carrier combat is SERIOUSLY compromised - 11/17/2021 7:34:51 PM   
Hubert Cater

 

Posts: 5199
Score: 2
Joined: 7/22/2013
Status: offline
Hi Elessar,

For the first part, if I'm understanding correctly, your US Carriers, in Bomber mode, attacked Japanese Carriers in Fighters mode?

Then on the following turn the Japanese Carriers, now switched to Bomber mode, attacked the US Carriers and the US Carriers are still in Bomber mode?

If this is the case, it would seem to make sense for the discrepancy for what the US combat predictions were, versus what the Japanese combat predictions were on the following turn.

For example, having your Carrier attacked while in Bomber mode is essentially the worst mode to be in as you will not receive any Fighter Defence bonuses, and any applied research levels will not be cancelled out as well.

This just means if the attacker has a +3 CA, and the defender has a +3 FD, the +3s are cancelled out when it is the Carrier in Bomber mode attacking a Carrier in Fighter mode. But if the defending Carrier is also in Bomber mode, the attacking carrier will maintain its +3 CA as the defending Carrier is not putting up a Fighter defence.

Hopefully this explains it?

_____________________________


(in reply to Elessar2)
Post #: 5
RE: Carrier combat is SERIOUSLY compromised - 11/17/2021 11:53:54 PM   
Elessar2


Posts: 883
Score: 0
Joined: 11/30/2016
Status: offline
I would imagine. So your design philosophy/assumption here is that the carriers set to Bombing/Tactical mode [B/T from now on] have NO native cap from their own air wings, while carriers set to fighter mode do? Yet if another carrier intercepted the raid, wouldn't that be considered the cap, by definition? [The planes from another carrier are capping one of the other ones whose bombers are on their way to the enemy CVs.] IOW when the actual bombing run is underway shouldn't the ONLY defensive considerations at that point be the carrier's AA capabilities, as well as structural robustness (plus readiness/morale of course)? [As subsumed into its default carrier/bomber defense since they cannot use AA tech]

Yes, I just confirmed this here. HUGE surprise to me; zero idea that I was massively weakening my carriers by doing that.

Another factor in testing this afternoon is that the readiness of the carriers which bombed on their turn dropped to 50%, after their wings were trashed [down to zero] during their own runs, which just made the damage ratios worse when they were counterattacked. Since carriers in fighter mode seem to get this double cap bonus, then these dire results make perfect (nonsensical) sense.

We still have the issue of the bombing wings getting torn apart to nothing when the supply/readiness/morale of both ships/sides are more or less equal (and/or high rather). If the damage you receive in said mode is more or less double what the enemy gets then IMHO we still have a problem with defense being double-counted in this way, leading to excessive damage received by the bombers, whose escorts suddenly count for nothing against the target's native cap. [Tho I realize they used similar systems in the war.]

New test version [#2] for those who are still interested. NM set to 90% for both sides, experience all zeroed out for both sides, morale events all deleted, Pearl auto spawns deleted, all tech equalized.

I'll be testing Mix mode next; it may be that N/T will backfire on your massively unless you are sure you can make every hit count and minimize the chance of an effective counterstrike by doing so.



< Message edited by Elessar2 -- 11/18/2021 12:03:02 AM >

(in reply to Hubert Cater)
Post #: 6
RE: Carrier combat is SERIOUSLY compromised - 11/18/2021 12:00:09 AM   
Elessar2


Posts: 883
Score: 0
Joined: 11/30/2016
Status: offline
An issue tho just got raised by your post: Carriers DON'T use fighter tech. So how do they get that +3 defense bonus you mention then? [I am assuming you've noted my use of Tech level 3 for both NW & FT.]

(in reply to Elessar2)
Post #: 7
RE: Carrier combat is SERIOUSLY compromised - 11/18/2021 2:47:27 PM   
Hubert Cater

 

Posts: 5199
Score: 2
Joined: 7/22/2013
Status: offline
quote:

ORIGINAL: Elessar2
I would imagine. So your design philosophy/assumption here is that the carriers set to Bombing/Tactical mode [B/T from now on] have NO native cap from their own air wings, while carriers set to fighter mode do?


I wouldn't quite put it as a design philosophy/assumption, but the long answer short here would be yes.

At the end of the day we just need to make some design decisions and in this case we made a decision to have 3 modes for Carriers. Then it was a matter of how to differentiate these modes with pros and cons for each mode, e.g. go all in on 'bomber' which is good for attack, but bad for defence, versus go all in on 'fighter' which is good for defence but bad for attack, versus the 'mix' mode which is something down the middle.

It then sort of turns into a rock paper scissors idea and it is up to players on how they want to arrange their Carriers after that with the risks and possible rewards of each mode.

quote:


Yet if another carrier intercepted the raid, wouldn't that be considered the cap, by definition? [The planes from another carrier are capping one of the other ones whose bombers are on their way to the enemy CVs.] IOW when the actual bombing run is underway shouldn't the ONLY defensive considerations at that point be the carrier's AA capabilities, as well as structural robustness (plus readiness/morale of course)? [As subsumed into its default carrier/bomber defense since they cannot use AA tech]


It is a sort of cap but no, it is just not handled the same way at present, e.g. direct cap for a Carrier to be attacked, versus another Carrier providing some air coverage etc.

This just means that the game handles it like this:

- Interceptor Fighters from another Carrier attack the incoming Bombers from the original attacking Carrier

- After that is resolved, the remaining/surviving Bombers attack the target Carrier, which in your examples, was in that vulnerable 'Bomber' mode

It is two separate combats, much like how interceptor combat works on land attacks with Fighters, Tactical Bombers and so on. If there are Escorts, then there are three separate combats one after the other.

quote:

Another factor in testing this afternoon is that the readiness of the carriers which bombed on their turn dropped to 50%, after their wings were trashed [down to zero] during their own runs, which just made the damage ratios worse when they were counterattacked. Since carriers in fighter mode seem to get this double cap bonus, then these dire results make perfect (nonsensical) sense.


Yes, remaining on the scene with a depleted air wing on your Carrier, and in Bomber mode, is definitely not ideal. Usually in this case, I find it preferable to just hit and then run unless I really need to stick around.

quote:

We still have the issue of the bombing wings getting torn apart to nothing when the supply/readiness/morale of both ships/sides are more or less equal (and/or high rather). If the damage you receive in said mode is more or less double what the enemy gets then IMHO we still have a problem with defense being double-counted in this way, leading to excessive damage received by the bombers, whose escorts suddenly count for nothing against the target's native cap. [Tho I realize they used similar systems in the war.]


You could experiment with the settings in your mod, e.g. decrease the BD value for Carriers if you prefer to have the Carrier bombers take less damage from an attack. You could also increase the CA value as well if you would like to see Carriers take more damage from a Bomber attack too.

On our end, and just off hand, I'd be hesitant to change the default values as from memory Carrier bombers were quite vulnerable when attacking other Carriers and took significant losses, but I'm happy to discuss further with Bill to see what he might think.

< Message edited by Hubert Cater -- 11/18/2021 2:50:17 PM >


_____________________________


(in reply to Elessar2)
Post #: 8
RE: Carrier combat is SERIOUSLY compromised - 11/18/2021 2:49:25 PM   
Hubert Cater

 

Posts: 5199
Score: 2
Joined: 7/22/2013
Status: offline
quote:

ORIGINAL: Elessar2
An issue tho just got raised by your post: Carriers DON'T use fighter tech. So how do they get that +3 defense bonus you mention then? [I am assuming you've noted my use of Tech level 3 for both NW & FT.]


The 'Advanced Fighters' tech is applied in this case. Just taking a quick look at your Test #1 turn, and it looks like your Carriers were all set to 'Advanced Fighters' tech level 3.




_____________________________


(in reply to Elessar2)
Post #: 9
RE: Carrier combat is SERIOUSLY compromised - 11/18/2021 5:49:52 PM   
Elessar2


Posts: 883
Score: 0
Joined: 11/30/2016
Status: offline
Welp then the editor's figures are incomplete. I had assumed if I saw a "2" for Carrier Defense, AND that applying Fighter Tech did NOT raise said figure (per our earlier discussion last month), that what I see is what I get. So 6 (3 base + 3 NW) vs. 2.

Except it is apparently indeed 6 vs. 2 IF the target is in bomber mode. But it's 6-5 IF the target is in fighter mode. Add in the strength & readiness losses, and that explains the massive discrepancy.

So I fully grasp that it is your game and I honor your design decision (and reluctance to change things now), and the devilish art of balancing everything (believe me after trying to perfect my baby here), but it just doesn't jibe with how carrier task force defense operated in the actual war. Each carrier didn't have its own unique cap, the entire TF did, a combination of all of their cap fighters operating as one umbrella. Under your system, we couldn't do what some IJN admirals did later in the war, and make a CVL a cap carrier, carrying only fighters (would have to be modded to give 2 intercepts only), so that the big boys didn't have to keep cycling their cap and could focus on forming up and launching their offensive raids. But in the game launching an offensive raid is the kiss of death, both in terms of the damage the bombing wing will receive AND the ship's vulnerability when the enemy retaliates.

Bill upthread mentioned how the first attacker should have the advantage. But that's with the relatively small fleet sizes that vanilla gets (OCB says he has old videos of such clashes for me to peruse). Say it's a 6 vs. 6 clash. First attacker sinks 1 enemy carrier, dings up another, dings up the enemy cap a bit. If the damaged one then retreats out of danger, it's now 6-4, and the 2nd player maybe can get 4 strikes in, sinking one damaging another, which is unfavorable obviously.

In my mod tho it's one carrier one counter (you seem to have it as 1.5 carriers per counter, more or less), with the Japanese often availing themselves of my DE giving them 4 extras, vs. the Americans and their flood of Essexes. In such a huge clash the initial defender can easily absorb the losses if they now have the edge in the counterattack (which my testing conclusively shows that they do, with all those vulnerable Bomber CVs with 0 air wings and no close cap).

Which means that now if I don't change anything the player who strikes first is going to be at a big disadvantage (absent the NM and experience issues; I can easily lessen the magnitude of the former, c.f. your new scripts there if the US just sitskriegs too long). Because they have to move within range (6-10 hexes in my mod), but can move in Combat Mode at speed 22, they will NOT be able to retreat after their strikes having spent most of their points moving into strike range. SOMEONE will have to charge in first. Into a morass...

So this means an endless game of cat and mouse until someone either messes up or finally says the hell with it and charges in.

I may now have no choice but to at least experiment with a larger map (I have already been tinkering with same, won't have anything until Monday most likely), since there the speeds can remain the same (double the scale halve the turn lengths speeds can stay constant), but plane ranges can be doubled. I certainly will have to mod the various attack and defense factors, but am pessimistic that I can balance everything to my satisfaction. [This would as per the other recent thread be a perfect example of something that should be toggleable in the editor by the scenario designer, and not be hardcoded. For starters I'd apply AA tech not fighter tech to the final defense calculations, and ensure it fires first before the bombings.]

You also didn't address my other concern, that this close-in cap defense often completely evaporates if the target ship is severely damaged or even sinks, precisely because said defense factors are apparently recalculated AFTER the damage is taken, and not saved from beforehand (I have yet to see a sunk ship damage the one which sunk it, and likewise damaged ones do less damage that the Predictor says it should).

< Message edited by Elessar2 -- 11/18/2021 5:51:35 PM >

(in reply to Hubert Cater)
Post #: 10
RE: Carrier combat is SERIOUSLY compromised - 11/18/2021 7:06:48 PM   
Hubert Cater

 

Posts: 5199
Score: 2
Joined: 7/22/2013
Status: offline
quote:

ORIGINAL: Elessar2

Welp then the editor's figures are incomplete. I had assumed if I saw a "2" for Carrier Defense, AND that applying Fighter Tech did NOT raise said figure (per our earlier discussion last month), that what I see is what I get. So 6 (3 base + 3 NW) vs. 2.

Except it is apparently indeed 6 vs. 2 IF the target is in bomber mode. But it's 6-5 IF the target is in fighter mode. Add in the strength & readiness losses, and that explains the massive discrepancy.


You'll have to forgive me here as I honestly don't remember the details of the previous conversation, but I can provide more detail here as this is now fresh in my mind and I'll give you the exact breakdown as even what I wrote above may be a bit off as most of that was off the top of my head from memory:

If we use the following example (based on Test#1), and assuming no interceptors and escorts, we have a Japanese Carrier set to 'Bomber' mode attacking a US Carrier set to 'Fighter' mode.

- Japanese Carrier will have a Carrier attack value of CA=6. The difference from its default CA value, to the current technological CA value is +3. The CA value was increased via Naval Weaponry.

- US Carrier will have a Bomber defense value of BA=6 and a Carrier Defense value of CD=3. The difference from its default BA and CD values when including the technological increases is +5, e.g. BD +4 and CD +1. The BA value was increased via Advanced Fighters, and the CD value was increased presumably via Naval Weaponry.

So you are looking at a final attack value of CA=6-3=3 for the attacking Japanese Carrier, and a total defense value of BD+CD=6+3=9-3=6.

The reason we see a -3 for both is that is the technological difference being cancelled out, based on the highest value from the attacker, which was +3.

Hopefully that helps to clarify things on at least this part?

_____________________________


(in reply to Elessar2)
Post #: 11
RE: Carrier combat is SERIOUSLY compromised - 11/18/2021 7:10:25 PM   
Hubert Cater

 

Posts: 5199
Score: 2
Joined: 7/22/2013
Status: offline
quote:

So I fully grasp that it is your game and I honor your design decision (and reluctance to change things now), and the devilish art of balancing everything (believe me after trying to perfect my baby here), but it just doesn't jibe with how carrier task force defense operated in the actual war. Each carrier didn't have its own unique cap, the entire TF did, a combination of all of their cap fighters operating as one umbrella. Under your system, we couldn't do what some IJN admirals did later in the war, and make a CVL a cap carrier, carrying only fighters (would have to be modded to give 2 intercepts only), so that the big boys didn't have to keep cycling their cap and could focus on forming up and launching their offensive raids. But in the game launching an offensive raid is the kiss of death, both in terms of the damage the bombing wing will receive AND the ship's vulnerability when the enemy retaliates.


I can certainly see an argument for this, and I guess up to now it was just a matter of differentiation per Carrier, e.g. if a Carrier is in the wrong mode it was potentially more vulnerable. I feel as though this worked well enough at the current scale the default game offers, but perhaps not so well for a mod at your scale and with the number of Carrier units potentially facing off with each other.

Something for us to think about for sure.

_____________________________


(in reply to Elessar2)
Post #: 12
RE: Carrier combat is SERIOUSLY compromised - 11/18/2021 7:13:54 PM   
Hubert Cater

 

Posts: 5199
Score: 2
Joined: 7/22/2013
Status: offline
quote:

You also didn't address my other concern, that this close-in cap defense often completely evaporates if the target ship is severely damaged or even sinks, precisely because said defense factors are apparently recalculated AFTER the damage is taken, and not saved from beforehand (I have yet to see a sunk ship damage the one which sunk it, and likewise damaged ones do less damage that the Predictor says it should).


I've likely missed this entirely, could you provide a simple example of this in words? e.g. which mode was the attacker, which mode the defender was in, the strengths involved for both the carrier and air wing strengths etc.

My guess is it is just a matter of the Carrier being sunk and not then returning fire, thus no defensive portion being taken into account, but I can clarify if this actually happens or not (by reviewing the code) with a clear example.

Thanks,
Hubert

_____________________________


(in reply to Elessar2)
Post #: 13
RE: Carrier combat is SERIOUSLY compromised - 11/18/2021 9:35:27 PM   
Elessar2


Posts: 883
Score: 0
Joined: 11/30/2016
Status: offline

quote:

ORIGINAL: Hubert Cater

quote:

You also didn't address my other concern, that this close-in cap defense often completely evaporates if the target ship is severely damaged or even sinks, precisely because said defense factors are apparently recalculated AFTER the damage is taken, and not saved from beforehand (I have yet to see a sunk ship damage the one which sunk it, and likewise damaged ones do less damage that the Predictor says it should).


I've likely missed this entirely, could you provide a simple example of this in words? e.g. which mode was the attacker, which mode the defender was in, the strengths involved for both the carrier and air wing strengths etc.

My guess is it is just a matter of the Carrier being sunk and not then returning fire, thus no defensive portion being taken into account, but I can clarify if this actually happens or not (by reviewing the code) with a clear example.

Thanks,
Hubert


[Reread your example several times, think I grasp the math (note I am a math teacher when not pushing counters around on a map somewhere).]

Ok, example. A Japanese carrier bombs a damaged American one (which has 5 strength points left), the Combat Predictor shows say 3:5 (IJN CV predicted to take 3 points on its attack, while inflicting 5)...

On the attack the IJN bombers do indeed sink the US CV. That done, the IJN air wing will receive NO damage at all.

If the American survived with say 2 points it might on rare occasions inflict 1, but more often none at all. Thus the IJN CV gets off scot-free and the results are contrary to the Predictor. I've seen this happen many times in my testings over the past week. And it just worsens the general syndrome being discussed here.

Guess it depends on when the damage is said to be inflicted; just strange that in this case they aren't seen as simultaneous more or less. Now that I think about it land combat DOESN'T work that way; killing a unit doesn't give the attacker immunity to damage, does it? No, of course not, tons of past examples come to mind, just watched an old AAR and it definitely happened to the Germans taking out the Poles on several occasions.

(in reply to Hubert Cater)
Post #: 14
RE: Carrier combat is SERIOUSLY compromised - 11/19/2021 1:48:56 AM   
Hubert Cater

 

Posts: 5199
Score: 2
Joined: 7/22/2013
Status: offline
Thanks and I tried this but was unable to repeat it.

For example, I used your Test#1 campaign and placed an IJN Fleet Carrier on the map, as well as a US Fleet Carrier on the map.

Note, no interceptors or escorts, just the two Carriers set as follows:


The IJN was set to Bombers mode, and Naval Weaponry as well as Advanced Fighters set to Level 3 each. The IJN was left at strength 10/10 with supply 10.

The US Fleet Carrier also set to Bomber mode, with Naval Weaponry and Advanced Fighters left at Level 0. The US Fleet Carrier was set to strength 5/5 with supply 10.

The combat prediction was 2:5(0)

The US Carrier was sunk, e.g. lost all 5 strength points for its Carrier portion, and the IJN lost 2 strength points on its air portion.

If you have another example where I can repeat this, a saved turn with the exact instructions, I'd be happy to take a look.

_____________________________


(in reply to Elessar2)
Post #: 15
RE: Carrier combat is SERIOUSLY compromised - 11/19/2021 7:25:26 PM   
Elessar2


Posts: 883
Score: 0
Joined: 11/30/2016
Status: offline
Just to clarify: did the Japanese ship lose any points after it sunk the US ship? [I assume no intercepts] It took -2 damage after the sinking?

Just something I noticed during my test runs, but I'll need a larger sample size. Some more sims will be run this weekend and hopefully I can get some more data.

(in reply to Hubert Cater)
Post #: 16
RE: Carrier combat is SERIOUSLY compromised - 11/20/2021 8:35:57 PM   
CaesarAug

 

Posts: 160
Score: 0
Joined: 6/23/2015
Status: offline
Wow, really great thread, guys. Love it!

(in reply to Elessar2)
Post #: 17
RE: Carrier combat is SERIOUSLY compromised - 11/20/2021 9:12:38 PM   
OldCrowBalthazor


Posts: 1108
Score: 0
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline
Have 3 test runs with links to vids on the Mod Thread here:
https://www.matrixgames.com/forums/tm.asp?m=5104275&mpage=1&key=�




More tests will be coming

Attachment (1)

< Message edited by OldCrowBalthazor -- 11/20/2021 9:13:20 PM >


_____________________________


(in reply to CaesarAug)
Post #: 18
RE: Carrier combat is SERIOUSLY compromised - 11/20/2021 10:27:48 PM   
Elessar2


Posts: 883
Score: 0
Joined: 11/30/2016
Status: offline
Another brainstorm would be to eliminate the close-in cap bonus when defending against a strike, but give a carrier a bonus point or two if a friendly w/ AA capability is adjacent. Maybe 1 escorting ship = +0.5, up to a maximum of +2 for four escorts (additional escorts give no further bonuses), subject to adjustments based on their AA tech.

Yes I am well aware that it is likely too late in the dev cycle for such major changes, just throwing that one out there.

(in reply to OldCrowBalthazor)
Post #: 19
RE: Carrier combat is SERIOUSLY compromised - 11/21/2021 1:48:27 PM   
CaesarAug

 

Posts: 160
Score: 0
Joined: 6/23/2015
Status: offline
Carriers only attack with their aircraft complement, but it registers in-game with “carrier attack” values (against carriers) or “naval attack” values (against surface units), or “sub attack” values (against subs).

So, tweaking upwards a carrier’s “carrier defence” value (plus appropriate research bonuses) should better protect a carrier from enemy “carrier attacks” which are actually enemy carrier aircraft.

< Message edited by CaesarAug -- 11/21/2021 1:52:37 PM >

(in reply to Elessar2)
Post #: 20
RE: Carrier combat is SERIOUSLY compromised - 11/21/2021 4:04:39 PM   
SittingDuck

 

Posts: 1166
Score: 0
Joined: 9/1/2002
Status: offline
Would probably help to change 'carrier attack' dialogue in the game to something related to the bombers/cap. I mean, it should be obvious, but if you look in the combat data it can be very ambiguous as to what is what. As brought up by Elessar2 in another thread. Carrier attack, Carrier defense, then the air wings, and what is what.

(in reply to CaesarAug)
Post #: 21
RE: Carrier combat is SERIOUSLY compromised - 11/22/2021 1:39:49 PM   
Hubert Cater

 

Posts: 5199
Score: 2
Joined: 7/22/2013
Status: offline

quote:

ORIGINAL: Elessar2

Just to clarify: did the Japanese ship lose any points after it sunk the US ship? [I assume no intercepts] It took -2 damage after the sinking?

Just something I noticed during my test runs, but I'll need a larger sample size. Some more sims will be run this weekend and hopefully I can get some more data.


Yes, it was after the US ship was sunk. Granted sometimes with the +/- 1 it could be a loss of 3 or 1 as well on the air wing, but it did take losses after the US ship was sunk.

No interceptions either as the US ship was in Bombers mode.


_____________________________


(in reply to Elessar2)
Post #: 22
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> Tech Support >> Carrier combat is SERIOUSLY compromised 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

1.719