ZOOMIE1980
Posts: 1284
Joined: 4/9/2004 Status: offline
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quote:
ORIGINAL: Mogami quote:
ORIGINAL: ZOOMIE1980 quote:
ORIGINAL: Mogami Hi, I wish I had the replay. Sadly number of hits is nothing I can use to judge. The game uses a system where ships have a number that reflects their durabilty and weapons inflict damage compared to that duribilty. Being hit hundereds of times in the super structure will not result in a ship sinking during combat. (The fires might do it in later) Then why is this stat even bothered to be reported. When we see "shell hits", the REASONABLE game player is assuming GUN hits, not AA fire hitting a ship, not 20MM machine gun fire, but 5" MINIMUM shell hits!! If the game is reporting AA gun hits as "shell hits" then that is simply IDIOTIC! quote:
Do I think 8x8in shells will sink a 7k AK?....Sometimes but not if they are hitting the tower and without special damage when other locations are hit. The ship will be in danger but not in the context of the length of a combat phase. Without below the water line damage the ship will remain afloat longer then that. If you watch any air strikes against a ship you will see that once the ship sinks the following aircraft are unable to locate. In surface combat ships that sink after a round sink before the next round (change in range) if a ship is a target for more then one round of fire it means it was still floating at the start of the later phase. Ugh!!! So here we have a game where one SNLF unit, in the same hex, but 59.5 miles away can still engage another unit as if they are co-located, but in Naval combat we making distinctions about a single shell hitting a ship's tower vs a more critical area????? And we are treating AA guns used in a surface action the same as 5", 8" and 16" shells???? What's WRONG with THAT picture??? quote:
Do not place to much into the actual animation. It reflects nothing but who is firing and what ship is the target. It shows no formation or speed or anything. You can not tell a forward ship from a rear ship. And I'm not certain all the hits are genuine. I have never looked at the animation. I just read the combat reports. I assume all the ships in the list are known, spotted ships. I don't give a damn WHICH ship spotted WHICH ship! At the level of abstraction in a STRATEGIC operational game, it really SHOULD NOT MATTER! As far as I'm concerned two TF's in the same hex are CO-LOCATED just as two LCU's are. All this NONSENSE about this being 5,000 yard from that ship but 20,000 yards fromt he other ship is just that....NONSENSE! If I want a tactical ship to ship combat game, I'll play old Harpoon or such! Hi, Do you read the stuff you write? Why have air to air combat, Why not just make the game resolve the entire war in 1 turn? So you've never watched the combat animation and it is hard for you to grasp that units do not sit in the middle of a hex. One side owns the hex the other side is shown in the hex but the combat is taking place on the hex side. It was just the easy way to show it. But because the hex has both units you think they are all piled on top of each other? Actually you are demanding a more tactical model while claiming the reverse. If you don't care about the tactics why do you care about the result? The result is what impacts operations not how the model arrives at them. Are we giving you too much data? I have a long history with hex based wargames for over 25 years. Units in hexes are almost always assumed to be co-located. It is an integral part of using the hex as a game object. So ABSOLUTLEY YES, at the STRATEGIC LEVEL of this game, I think is 100% appropriate to consider all naval forces in a hex to essentially be almost right on top of each other IN THE MIDDLE of the hex! Forces in the next hex are ALL 60 miles away in the MIDDLE of that hex. If not, then the Naval model in the game really isn't using 60 mile hexes at all but much more fine grained coordinates. LCU's damned sure are assumed, for purposes of combat, to be in the middle! I just want results that make highlevel, abstract sense. I don't care about tower hits, magazine hits, water line hits. All I know is I have 2CL's 6DD's attacking a pack of 10 kt AK's, all in the same location, and I have spotted and identified all 6 AKs. It is PERFECT LOGICAL sense to assume that those 8 30kts ships should get a good roundrobin of reasonbly evenly dispersed hits on the big, fat, slow targets all CO-LOCATED! To get any more detailed than that is a violation of the basic abstraction level design of the game.
< Message edited by ZOOMIE1980 -- 9/10/2004 6:05:07 AM >
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