Shark7 -> RE: Admirals Edition Naval Thread (4/6/2008 6:29:30 PM)
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ORIGINAL: treespider quote:
ORIGINAL: el cid again quote:
ORIGINAL: treespider quote:
ORIGINAL: Dili quote:
I'm not aware of any changes to the "to hit" probabilities in AE for mines - but we are adding limits to minefields also from an "ammunition" perspective. So both sides will have mines as a producible device. This will provide additional constraints for mines in AE. That will be great, then we can set up how many mines there were at war start, should be for torpedoes too but i suppose that is asking to much. And i hope that there will not be hardcode date limit to airplane mines but that be made set into availability device capabilities. Aerial Torpedoes are dealt with in a different manner that limit their availability. That is a bit lacking in detail. If they are limited like mines are "limited" we may lose them as effective weapons altogether. Mines could and should be able to deny a port or coastal landing zone - and are able to defeat superior naval forces. [In 1991 the USN led coalition took significant mine casualties and was unwilling to pay the price to clear them. The USN today has no program to build a minesweeper - its last high tech effort having failed - and in 1991 we learned air minesweeping was also ineffective - and once again there is no program to address the problem.] Mine warfare had important victories in both World Wars - and we are denied the ability to lay a true "mine barrage" - mainly by restricting minelaying - so that most ships with mines cannot drop them - and virtually all aircraft cannot drop them. To that was added making it hard to reload mines. Are torpedoes to be rendered a mere "harassment" value - and no longer will a Force Z be sunk by them? Restricting availabilty severely would mean a force of that sort could move without much concern of this weapon. IRL it was ignorance of the range of the enemy planes that led to this bad deployment - and the chance the numbers involved would not have sunk it approaches zero. [See The Sinking of Force Z] It is easy to "tweek" this to the point a large force of torpedo bombers will not have the numbers really used. It would be far better to let players and modders control loadouts. It also should be possible to do this as IRL - give them weapon counts - and production rates - so that unreasonable usage above that level becomes impossible. In essence each CV has a fixed number of torpedoes that are carried...much like the Sortie number For land based torpedo planes particular Air HQ's can "purchase" torpedoes using supply points. The air unit then only need be within Command range of the Air HQ to carry torpedoes, assuming some other conditions are met as well. If the Air HQ has no torpedoes then the torpedo planes have none to carry...to get more the Air HQ simply clicks Get more and the requisite supply points are removed from the base. That's the reader's digest version. Let me take this one step further then. Let's say I have a big base with lots of G4Ms and an Naval Air HQ at...Guam for instance. Knowing that my opponant will want to try to take it, and knowing that I've got time to prep for it and plenty of supply, can I keep requesting Torpedos each turn to build up a big stockpile, or will I be limited to an artificial hardcap on the number I can store there?
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