carrier range question (Full Version)

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ghoward -> carrier range question (7/9/2008 12:38:49 AM)

I am playing with the idea of creating an alternative ptmaster for random scenarios with one of the changes being differing ranges for different ship types (slow subs, fast dd, etc). I plan on constraining supply capacity for ships to force players to use cargo ships as oilers and think strategically about advanced refueling points. I may create an oiler sftype and weaken makeshift ports to encourage this play approach. While I was playing with this, I noticed that carriers (10 sup consumed/turn) actually use 5, and fighters on them (30 sup consumed/turn) actually use 15. It is almost as if there is an event being executed to cut consumption in half. Do any of you designers out there know what I have missed?




ghoward -> RE: carrier range question (7/18/2008 11:47:46 PM)

Here is the answer. If a unit is at 100% readiness it consumes 50% nominal (set in the editor and shown in unit stats as per turn consumption) supplies per turn. My understanding of section 6.1.3, readiness, para 3,(calculating readiness) is at 99-90% readiness 100% nominal supply is consumed and below 90% readiness 150% nominal supply is consumed. There is, however, some greek involved in this paragraph.  Thus ships heading out of port are generally at 100% readiness and consume 50% of what you would expect if you just looked at the stat page for them.

In other news
I have broken most of the code in the editor and now have a working .master that implements varying ship speeds and endurances for random games. If anyone is interested I would be happy to post more info or post the .master it when I am done with the dusting and cleaning phase.  I am not sure which part of the forum is the right spot for this sort of thing, however.




Jeffrey H. -> RE: carrier range question (7/19/2008 4:12:46 AM)

Interesting. But there is already a naval supply aspect to the game. I've noticed that a fully supplied ship that has a bad combat outcome can go to zero supply as a result. I've had to resupply damaged units manualy from the HQ.

I suppose you should create a mod scenario that really highlights your vision of naval supply, maybe some South Pacific engagement ?





ghoward -> RE: carrier range question (7/19/2008 10:33:31 PM)

I had forgotten about that manual resupply thing -- I think that may ruin the soup. I dont see a way to prohibit manually resupplying ships in the editor either. I am going to press on with the new ships in some random games and just not use manual resupply. If it really makes the naval part of the game feel right, maybe Vic could make a change to make it enforceable in some future patch. Thanks for the input




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