Numdydar -> Questions/Comments (3/18/2021 2:59:40 PM)
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Watched the Tea Time Video for a little bit and wanted to share my thoughts. I realize this was a Beta view, so maybe some of this has already been addressed. The Hump was not operational until April '42 yet the game has it start in Dec '41, i.e. Turn 1. Also, there should be some operational cost to activate it. Maybe a production item that is required to start it. Something similar should be done for the other supply lines from India to China as these all required some cost to get them setup and operational. Pearl Harbor attacking the Japanese PH strike force and a sub attack against them is pretty far fetched. Something needs to be done about that. I would suggest that the PH strike force is not even on the map on turn 1. It shows up on the map in a random hex around the historical location that they were located and can attack but not move. Or have PH units frozen until turn 2. Which might be easier. The big issue with all SC games and, this one is that naval units have way too much freedom of operations. Fleets can sail right by each other with no repercussions, i.e. there is no reaction capability by the non-moving side. In the video there is a Japanese fleet in the Java Sea, yet the Dutch fleet can move from their starting point in Java to Australia with no problem. Feels very unrealistic to me. There should be some 'cost' to this type of movement. Maybe Surf fleets could have a wide Zone of Control, 2-3 hexes? Maybe 4. An enemy fleet would have to spend a lot of 'extra' movement to go through these zones? It could even be a random amount of movement cost. Plus each hex of this 'naval ZOC' that a unit would move through would have a chance to cause damage and possibly even sink ships. So moving through a single naval ZOC hex would have a low change of damage, 2 hexes a greater chance, etc. Bigger fleets would have bigger zones and the chance for damage increased. Just an idea :) But something should be done to have some kind of impact on opposing naval forces just being able to ignore each other during a turn. Especially in a PTO game. Of course ideally you would have some kind of 'reaction move' that would trigger a combat. But something tells me that reaction moves are not something the development engine is capable of :( Japan invaded the DEI on Turn 1. I realize that some randomness is desired on the opening moves, but this was way outside Japan's capabilities at the start of the war. Plus they were not going to sail a transport fleet past Singapore before it was neutralized. Not to mention the British fleet would have gone after that fleet versus the historical one they got sunk going after. No invasions South and due West i.e. within air range of Singapore should be allowed on turn 1. Not a fan on combining ASW and sub effectiveness into one tech. Especially in the PTO. As the two sides were so different in these areas. The Japanese sub fleet was very good at the start of the war. While their ASW was terrible almost the entire conflict. The US had terrible subs up until '43. So I would not allow any research into subs for the US until '43 and then give them a research boost to indicate that their issues have been resolved. I think most Japanese players will always boost ASW. With both of these areas combines their subs will also get better. Which does not make much sense to me. Of course I could be misunderstanding the system as well lol. Last but not least. Japan had a very hard time actually getting the oil refineries they captured operational. There should be some kind of production cost for them to get these oil fields running again. They should not be getting the oil as soon as the location is captured as that did not reflect the efforts Japan had to take to get this done in the war. I hope this was useful :)
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