CaesarAug -> RE: Stackable ships (1/11/2022 3:11:22 PM)
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Yes, that is a possibility the developers could include as a new feature to naval combat. I agree with you in that non-stacking in SC makes for very clear lines, i.e., a player knows exactly what unit is in exactly what hex. Personally, I really like this clean simplicity. For comparison, I come from the Hearts of Iron series, from HOI 1 to HOI 3. HOI 4, however, is different for me in one crucial aspect: I am never sure exactly what land, air, and naval units are located exactly where on the map. This had never happened to me before in previous HOI iterations. I mean, I have a general notion of where they are, but the way the provincial map is drawn up and the UI, it seems very confusing. Granted, I just need to get used to this map and the UI, but it is proving to be an unneeded challenge that I never had before, like I said. That is precisely where the beauty and clean simplicity of non-stacking in SC really shines for me. Mind you, I am not against some sort of stacking per se, but the current non-stacking is perfectly fine. As for what seems to us players as non-realistic naval combat, the powerful editor can be used with careful thought as to moddable possibilities to mitigate this in some way. I am doing continual testing in my home-made mod, based on ideas by Hairog’s Naval War Mod. Giving all naval units (except submarines, motor torpedo boats, transport, and amphibious craft) a naval ZoC of +6, plus a default 12 (or 18) action point stat for all naval units (transport and amphibious ships are accordingly adapted), really limits those long-range hit and run tactics. But I’m also testing with a default 18 action points, which provide more flexibility in naval operations… In addition, all naval units (so far, except submarines) start off with a 25% naval attack/defence evasion positioning bonus, subject to 5 research levels of 5% each increase in those stats (naval warfare doctrine or my new carrier operations doctrine, respectively) for a potential 50% maximum attack/defence evasion positioning. In addition, all surface naval units have a permanent 0 carrier attack stat (except carriers, of course, and submarines), which simulates the virtual impossibility of carriers being damaged and/or sunk by surface naval gunfire. True, this workaround is not perfect, but it is a historical fact that except for one or two extremely rare exceptions, due to exceedingly rare blunders, carriers were hardly ever sunk by shipboard naval gunfire, i.e., ships never got in range of enemy carriers, except for those extremely rare instances that simply do not constitute the norm, by no means. Still, the beauty of the game resides in the fact that surface units can still manage to close in to an adjacent hex and “attack” the carrier, but in reality is actually “defending” itself by the supposedly “attacked” carrier’s aircraft! This is an absolutely cool dynamic! So, a surface unit can never really damage, much less sink, a carrier with its 0 carrier attack stat, (because it cannot really close the battle range, as it were) but it can damage the “attacked” carrier’s aircraft, reduce its aircraft strength to theoretically 0, and reduce 1 supply point with each “attack”, and possibly entirely disarm and disable the carrier to prevent naval cruising, etc. Several other naval and carrier stat modifications, and of course, further testing for game balance, etc. But so far, naval warfare has improved considerably. [:)]
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