RE: Ocean Hexes or Ocean areas similar to HoI (Full Version)

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[Poll]

Ocean Hexes or Ocean areas similar to HoI


Naval Hexes as it currently is
  45% (25)
Naval areas like Hearts of Iron
  54% (30)


Total Votes : 55
(last vote on : 2/21/2022 6:15:08 PM)
(Poll will run till: -- )


Message


PHalen -> RE: Ocean Hexes or Ocean areas similar to HoI (10/8/2021 6:10:33 PM)

Definitely sea zones/naval areas for me!!!
That concept map looks both GREAT and thought through.
Just do it!
Please…




sveint -> RE: Ocean Hexes or Ocean areas similar to HoI (10/8/2021 6:47:46 PM)

I'm not voting on this one, I have no idea what is better. Alvaro knows best I think.




AlvaroSousa -> RE: Ocean Hexes or Ocean areas similar to HoI (2/7/2022 6:29:43 PM)

So this is an update to this idea while I am working on my next game which will use WP2 engine.

After much consideration I decided to stick with hex movement and not make sea zones.
#1 The coding for it is much more complex than I had thought.
#2 It will take a lot of testing to validate basically starting over.
#3 The UI to handle it would be overly complex

But I am expanding the idea to the current system. So these are now my considerations.
#1 Fleets will have specific missions.
#2 Fleets will have specific interception rules and yes it will be along a path.
#3 Fleets will have a lot of operation points, 1 per hex move, and X amount for an action.
#4 Fleets will have a dynamic sea zone around them. Meaning you won't have to walk up to the coast to disembark. You can do bombardment, invasions, air striks from a radius near your destination hex.
#5 maybe I will have coastal sea hexes and deep sea hexes simplifying the spotting to 2 different checks in stead of pure distance.
#6 I am seriously considering a separate naval phase before land phase. Due to some of the issues in WPE and WPP for invasions. Basically the general rule will be you can only perform a mission in an area with no enemy fleets. Naval battles during the naval phase will end up with one side staying, one side being destroyed, or one side retreating back to base. Naval phase would be broken into MOVE, COMBAT, MISSION, RETURN TO BASE MOVE optional.
#7 Other considerations are back to large stacks BUT you can only assign X number of ships to a mission. Much like a sea zone. So you can only assign say 6 to combat action, 6 to invasion, and 6 to bombardment. But not sure yet here.
#8 This system will also improve the A.I. as the coding for it will be easier. I don't have to be so precise.
#9 Fleets will have a mission radius and an intercept radius. Mission is specific, intercept is patrolling. I was taking a look at how HOI4 does it.
#10 players can toggle showing current dynamic sea zones (where visible enemies are and their radius)

I think it will make the naval system more dynamic and interesting while retaining the basic structure of what is already working with what you all want interception along the way. I think this will make both sides of the poll happy.




Here is a picture




[image]local://upfiles/45679/1E5BF6E2C3B4485C975CA588F81F31D1.jpg[/image]




ncc1701e -> RE: Ocean Hexes or Ocean areas similar to HoI (2/7/2022 9:27:06 PM)

Good news for me that you are keeping hexes. This looks promising.

Will it be possible to assign different air missions for CV planes?
Are you considering splitting CV based planes in fighters, dive bombers, torpedo bombers?
Will it be possible to detach a CV air group from its CV to put it on an island for example?

Will you enhance the interception and sinking of transports or merchant marines doing port supply?
Will you increase transports or merchant marines needs in function of port capacity?

Thanks




AlvaroSousa -> RE: Ocean Hexes or Ocean areas similar to HoI (2/7/2022 10:14:30 PM)

None of this has been thought out yet. I just want to merge both ideas to make it work.





michelzzt -> RE: Ocean Hexes or Ocean areas similar to HoI (2/8/2022 3:45:44 PM)

It seems that there are a lot of differences in the pebm games because I am the allied player and my opponent's Uboats are invincible, while my escorts are in advancement 1940

[image]local://upfiles/33810/1141594CAB4A498FB444640A3B526BE2.jpg[/image]




Nirosi -> RE: Ocean Hexes or Ocean areas similar to HoI (2/8/2022 4:33:13 PM)

Hi Alvaro,

It would be really nice if ships could intercept from port. Ideally with a box we could activate only on the ships that we want to allow to do so.




AlvaroSousa -> RE: Ocean Hexes or Ocean areas similar to HoI (2/8/2022 5:28:07 PM)

That is one of the reasons I want this model. That way you can flag a group of ships in port to intercept.
Or at the very least you send them out on patrol and they cover an area.

I invented, or more like discovered, how to do it without much CPU impact. I can't imagine other devs not doing it the way I am thinking of but who knows.

Basically I want WP2 naval to be similar in flexibility as HOI naval without all the micromanagement.




Nirosi -> RE: Ocean Hexes or Ocean areas similar to HoI (2/8/2022 5:32:28 PM)

quote:

That way you can flag a group of ships in port to intercept.


That is great! Thanks again![:)]




AllenK -> RE: Ocean Hexes or Ocean areas similar to HoI (2/15/2022 7:32:28 PM)

This fleet mission concept and a separate naval phase looks good.




AlvaroSousa -> RE: Ocean Hexes or Ocean areas similar to HoI (2/19/2022 7:32:16 PM)

Well more working through it and formulating all the variations I have come up with a different conclusions. Some of the things with fixes sea zones were an issue as were a separate naval phase.

You will still have missions.
You will still have dynamic sea zones.

The big issue is invasion and transport.

So a couple things I am making better expanding on the current system.
#1 every possible land hex will have an invasion zone or coastal hex.
#2 no units stuck on beaches with no land.
#3 you have to have control in your dynamic sea zone to invade or transport.
#4 to invade you need to be real close to your objective. So say I make all fleets have 48 operation points (2 opt moves currently) You will need 40 points to invade or disembark to coast.
#5 invasions still have to go up to the coast. Doing it the other way created all sorts of positioning issues and exploits.

One of the issues with interception from port I found is that the fleet could be baited out and destroyed by a second fleet.
Separate naval/land phases gave a huge advantage to the person moving second assuming you had to move one turn and unload the next.




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