CaesarAug -> RE: Potential naval game improvement option. (1/21/2022 11:47:22 PM)
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All very interesting ideas, gentlemen. I am currently dedicating some time on improving naval warfare in my home-made mod, but obviously working within the game parameters. Borrowing on ideas from Hairog’s Naval War Mod, I’m making similar and also somewhat different adjustments and from the testing so far, results do seem to be better. Mainly, all naval units, except submarines, motor torpedo boats (modded as destroyer escorts), transports and both amphibious types, get a +6 naval ZoC, and all naval units get 12 action points (24 naval cruise), except standard amphibious. This means that for virtually all naval units, entering a naval ZoC costs half the normal naval movement allowance, which further restricts sailing in from afar, and those hit & run tactics. Furthermore, practically all naval units get a 100% retreat chance to non-resource hexes, 2-hex maximum retreat (possibly allow for additional retreat hexes), when damage reaches the default threshold for retreat. So disengagement occurs more frequently, and even with that 1 or 2 hex retreat, depending on the original distance to an attacked, retreating unit, the unit that was attacking, as well as other potentially attacking units, may not have sufficient action points now, in that same turn, to close the range, i.e., naval ZoC of +6. The overall effect is restricting those gang up, hit & run naval tactics. Values require more testing but like I said, results are surprisingly good and quite different from game-default. Testing naval evasion parameters as well, per naval class or across the board, research bonuses in this regard, the possibility of only capital ships getting 2 strikes (heavy battleships, battleships, battle cruisers), in order to make these more powerful with respect to heavy and light cruisers and destroyers. As for differences in national navies, (also armies and air forces for that matter) the editor can very easily mod the respective combat values for each nation, and tech research values can likewise be edited differently per nation. I do believe that certain adjustments with the powerful editor can improve naval warfare, given the current game engine, at least in some aspects.
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