Damage Evaded (Naval War mod) (Full Version)

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stryc -> Damage Evaded (Naval War mod) (12/1/2021 5:10:21 PM)

Quite frequently I see defending naval units evade damage yet still manage to damage the attacking unit which seems unable to evade at all.

Is this how naval warfare is meant to play out?

If so then what is the rationale behind allowing an 'evading' unit to deliver full damage that the attacker cannot evade?




SittingDuck -> RE: Damage Evaded (Naval War mod) (12/1/2021 8:31:22 PM)

I think others can speak to this more fully. But the Naval Mod was meant to replicate task forces instead of just individual ships (although you may see one so listed, which makes it the main, sometimes capital ship in that group). But I think the idea was to help carriers and make it more about how it was often hard to actually get to a carrier through all the screens and so forth. I do think it's kind of odd to see the 'attacking' group suffer, but the defending group not take some level of hit. I don't think that works out well.

Are you seeing this happen a lot?

It could be the evading percentage needs to drop. I think he did it to look for results of changing the settings, and it might need more testing to get more desirable results.




stryc -> RE: Damage Evaded (Naval War mod) (12/1/2021 9:33:54 PM)

It's not the evade chance. It's that seeing the defender evade all attacker damage then hit the attacker for full damage that the attacker never gets to evade feels a bit off. Would it not make more sense for a 'damage evading' defender to not be able to also send back full damage?

I like what the mod does, overall. The vanilla naval war is just an extension of the ground war mechanics and that doesn't even remotely reflect how naval warfare is prosecuted at this scale.




SittingDuck -> RE: Damage Evaded (Naval War mod) (12/2/2021 1:28:20 AM)

The answer would be to look at the evade defense and ATTACK values for the various unit types. That might need to be addressed next. The next mod iteration.




stryc -> RE: Damage Evaded (Naval War mod) (12/19/2021 6:00:47 PM)

Having played more I'm more inclined to say that the 'Damage Evaded' mechanic is a bit broken. Aside from the above weird situation where a defending 'ship' is able to evade all damage _and_ send 100% of its own damage back in response (that cannot be evaded), ships in port can evade all bomber attacks also.

The naval war mechanics that ship with the game are a bit silly (essentially, just an entirely unrealistic hit-n-run fest) and this mod does things to address that, but this evade damage mechanic is so daft I find myself almost (almost!) preferring the vanilla mechanics.




SittingDuck -> RE: Damage Evaded (Naval War mod) (12/21/2021 1:26:15 AM)

That absolutely stinks.




stryc -> RE: Damage Evaded (Naval War mod) (12/21/2021 8:33:23 AM)

Yeah. Too deep into a game to restart, otherwise I might.

The vanilla naval war is far from great but it feels like it's only a few tweaks away from being okay. Such as entering a ZOC removes all remaining movement, to give the surrounding enemy ships at least the option of engaging. (The current hit-n-run allows ships to streak into an enemy group, hit the weakest ship, then thunder off without any of the other defending ships being able to even plot a firing solution.)

Ideally ships should be allowed to respond in a similar way that aircraft escorts and interceptors so. In many ways the air mechanics make for a better naval model than the current naval model does (but with response ranges reduced to 1 hex).




DrZom -> RE: Damage Evaded (Naval War mod) (12/21/2021 8:44:12 PM)


quote:

ORIGINAL: stryc

Yeah. Too deep into a game to restart, otherwise I might.

The vanilla naval war is far from great but it feels like it's only a few tweaks away from being okay. Such as entering a ZOC removes all remaining movement, to give the surrounding enemy ships at least the option to engaging. (The current hit-n-run allows ships to streak into an enemy group, hit the weakest ship, then thunder off without any of the other defending ships being able to even plot a firing solution.)

Ideally ships should be allowed to respond in a similar way that aircraft escorts and interceptors so. In many ways the air mechanics make for a better naval model than the current naval model does (but with response ranges reduced to 1 hex).


What he said.




kirk23 -> RE: Damage Evaded (Naval War mod) (2/10/2022 8:33:25 PM)


quote:

ORIGINAL: stryc

Ideally ships should be allowed to respond in a similar way that aircraft escorts and interceptors so. In many ways the air mechanics make for a better naval model than the current naval model does (but with response ranges reduced to 1 hex).


I really like this idea, having nearby friendly ships being able to respond to an attacker similar to Artillery for land combat and Fighters for the Air war, maybe allow Cruisers, Battlecruisers and Battleship lay down covering fire against the attacking unit.[:)]




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