Wat are the factors in choosing TF for NavAtaack? (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> The War Room



Message


pharmy -> Wat are the factors in choosing TF for NavAtaack? (7/19/2012 6:30:21 PM)

http://www.matrixgames.com/forums/tm.asp?m=3038280&mpage=2&key=

This is from an old thread, but ever since I tried the babes (and even stock when I think about pbem), where these craft multiply I will rarely have AKs/APs/DD/CAs chosen if there is a group of harbor launches or mtbs a bit closer (AI rarely uses them except in Palembang). It can be solved by using Zeroes without a drop tank at a 100 feet, but it basically took a Royal Sovereign class for my LBA to finally not attack (with expensive torpedoes) hdml,mtbs,small amc and etc....

How does the game engine choose a target for Navattack - I would guess it uses a weighted system for a set of different factors (probably with potential VP being first), but does anyone know what are the factors and especially what are their importance in choice of target. Too me it seems range is the number one choice.




artuitus_slith -> RE: Wat are the factors in choosing TF for NavAtaack? (7/21/2012 5:45:01 PM)

Range is a deciding factor when determining whether/where a raid goes. Also in the original WITP various ship classes were assigned a 'value' and thus helped in determining which ships were attacked. While I wasnt able to confirm this in the AE manual, from what i remember from reading the Witp manual the point values were heavily weighted to CV of any type, followed by BB, BC, CA, CL, AP, and then all the rest. Don't qoute me but i believe a CA was worth 4x more than a frieghter/aux/dd ect...So if there are multiple ML and only a single CA i believe the game system would assign more 'Value' to a ML TF vs a single CA.

Also to be taken into consideration is the Detection Levels (DL) of the two TF. The closer TF will likely have a higher DL than the farther tf (in this case the ML are closer than the CA). In that case the game most likely makes a decision based on the chance to actually find/attack the target. I'm only making an assumption here, but it makes sense in a way. Each raid uses supply ect and so if you launch a raid you want it to hit something. Following this line of logic it also makes sense to hit the closest target since the closer a target is the better your chances of finding it/hitting it are. When combined with a higher DL it seems logical that the computer would decide that attacking the closer target ie the ML would be more likely to succeed, while the diffrence in value of the targets wasn't high enough to make a longer range/riskier strike worthwhile.

Of course I'm new to the game myself so take everything I say as conjecture.

Regards,
Gmoney




Shark7 -> RE: Wat are the factors in choosing TF for NavAtaack? (7/22/2012 4:37:44 PM)

IIRC one of the major gripes of the original WiTP was the ability to use PTs as bomb/mine absorbers by the Allied player to avoid losses to more important ships (IE: Every ship can be a minesweeper once). It was a very gamey tactic, and I thought they had done stuff to rectify it in AE.

Honestly, I believe that it simply boils down to DL...you may have a greater DL on the ML task force as opposed to the CA. Remember, they main search equipment for the early part of war was the Eyeball Mk I. Even with radar, radar was not as reliable then as it is now, things could easily be lost in ground return clutter. I think they've done a decent job of fixing the naval attack algorithm, but you are still going to have anomalies and unexpected results...just part of the FoW.




Alfred -> RE: Wat are the factors in choosing TF for NavAtaack? (7/24/2012 6:19:59 AM)

Read s.7.2.1.7.1 of the manual for the criteria the code has in choosing an automatic target selection.

Note the relevant factors:

1. The DL
2. Preference to strike within 5 hexes
3. Concentrating multiple strikes from different bases onto the same target (ties in with 2 above)
4. Ship ranking which in descending order is:


  • carriers
  • battleships
  • cruisers
  • transports
  • the rest


Alfred




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.9609375