Admiral DadMan -> Re: UV vs. SSI/QQP "Battles of the South Pacific" (9/26/2002 9:15:21 PM)
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As 21st Century (PC) Warriors, we tend to forget the handicaps of those mid-20th Century Real-Life Heros. Battleship Admirals were still trying to cope with the threat from the air, etc. One has to strip away our instant gratification centered lives of today to get the flavor of what our Fathers and Grandfathers went through. [QUOTE]Originally posted by Slim [B] ... one of those times enemy transports were in range and the AI sent some of the SBD’s after the transports, with the rest going at the carriers. Now THAT is GALACTICALLY stupid! You do not waste your air assets attacking transports when there are enemy carriers in the area! You sink the carriers first, then pick off the transports at your leisure! [/B][/QUOTE]Area Commanders issue Operational Level orders, not tactical ones. They look something like, "With CarDiv Five (SHOKAKU, ZUIKAKU), you will proceed to Rabaul. After replenishing, you will escort and provide air support for RAdm Tanaka's Special Transport Group (SENDAI, flag) to Lunga Point. Destroy all enemy targets of opportunity." If an air strike misses the Carriers and turns back, then spots the Transports inbound, what are they going to do, wave as they do a fly-by? [QUOTE]Originally posted by Slim [B] The pilots also irritate me by going after cruisers in the carrier group. Smart pilots attack carriers until they are UNDER WATER. I mean, what was the carrier the IJN thought it sank at Coral Sea, only to have it bushwhack them at Midway? Maybe pilots sometimes went after those cruisers in real life, but allow me in a war game the ability to but a stop to that kind of stupidity. After all, if I were an Admiral, I’d ground those pilots.[/B][/QUOTE]The carrier was YORKTOWN. As for hitting escorts instead of Carriers, if the pilots thought that a Carrier were on fire, they would divert to and escort. This did happen at Midway where SBD's did divert to escorts (no hits recorded). In the attack on HIRYU, the SBD's split between HIRYU and and escorting BB. When the first group all missed HIRYU, the other group diverted to HIRYU, hitting her hard. Also, Cruisers were often mistaken for BB's. Finally, if the pilots couldn't find the Carrier, they would attack the best target of opportunity. [QUOTE]Originally posted by Slim [B] Basically, the 1-day turns and reliance on AI commanders take all the fun out of the game and drives me crazy with their stupidity. In the SSI/QQP version of the game, 75% of the fun was loading your SBD’s up early because you were anticipating an enemy attack, anxiously waiting hour by hour for the enemy carriers, sighting them, then sending at them everything you had. This game takes away the fun parts of operational naval combat and makes it all stodgy, strategic, and difficult to control. I get so irritated trying to get AI commanders to do what I easily could have done in the SSI/QQP versions of the game. I’m very disappointed with this game so far. With the power of modern computing, why did they make a game that’s only 25% as much fun as the originals? It might be more realistic to rely on AI commanders, but not when they’re as dumb as a box of rocks. And it’s also less fun. [/B][/QUOTE]My kids are disappointed because it's not a shoot-em-up kinda game. I guess I'm an old fart. Look, this game was not meant to be a first person, micromanaged shoot-em-up. You're just not going to see that here. You have to let go, and let.. uh... Nagumo or Spruance.
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