Greg Wilmoth -> Production: A Simple Approach (3/5/2001 5:42:00 AM)
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At the risk of over-simplifying things, I think the changes in the production aspects of the game ought to be limited to a structured decision process similar to what is used in Pacific War to prompt the player to upgrade aircraft squadrons. For example, when shipyard capacity allows, the Japanese player should be asked, “Do you want to convert the Chitose and Chiyoda to CVLs?”
I think the design and production of weapons would be a fascinating game, but it would be big enough to be a game in its own right if done properly. A few years ago, before they went out of business, Crusader Studios planned a game called Greyhounds of the Sea. The idea was to play out the Anglo-German Naval rivalry before and through WWI. The game started in the 1890s, and players had to design and plan their fleets. They made their decisions on what to buy and build from battleships to submarines. A key factor was they didn’t know when war would break out. Build immediately, and your ships might be obsolete. Wait for better technology, and you might be unprepared. It’s a shame the game was never done.
Using structured decisions, and limiting them to historical options, would keep the production part of the game manageable. The player would work at the margins rather than try and handle the whole task.
For ships and navies, I’ve complied the following list of “key” decisions. I invite comments on these and any others I may have missed.
US Navy:
1. Rebuilding older battleships of the Nevada, Pennsylvania, California and Maryland classes. This could be done from Dec 41 on, and could be done in conjunction with battle damage repairs.
2. Conversion of up to nine Cleveland class light cruisers to Independence carriers. Could be done from March 42 on. Most of the cruiser names were transferred to later ships that were not cancelled, so they would be available.
3. Cancelling one or more Montana class battleships in favor of Midway class carriers. This could be done from Jul 43 on. Player would get either the Midway or Montana in Sep 45. The Ohio (or another one) could come in place of the F.D.R., if the game lasts that long.
4. Rebuilding the CV Ranger to modern standards. This was proposed, but the price was delaying one Essex class CV because of drydock space. The Ranger was not used in the Pacific because its layout made rapid air operations difficult. If rebuilt to reflect later experience, it could have been used in the Pacific, and possibly sooner than an Essex class CV built from keel up.
IJN:
1. Unless the game begins before Dec 41, the conversions resulting in CVLs Shoho, Zuiho, Hiyo, Junyo, and Ryuho need not be included. Nor need the conversions of Kitakami and Oi to torpedo cruisers be included.
2. Chitose and/or Chiyoda from seaplane tenders to CVLs. Permitted from Dec 42 on.
3. Completion of Shinano as battleship or carrier. Permitted from Jul 42 on.
4. Conversion of Ise and Hyuga to hybrid battleship/carriers. Permitted from Mar 43 on.
5. Conversion of CL Isuzu to anti-aircraft cruiser. Permitted beginning 1944. Perhaps other Nagara class CLs could or should be included
For air forces I would keep the same basic production system but add the models that could have been produced in quantity to give players more choices. I also would change rules to reflect the fierce interservice rivalry between the IJN and IJA and the lack of a higher decision making authority. The initial production dates are subject to variation.
Japanese:
1. No Japanese factory producing IJN aircraft may be converted to producing IJA aircraft, and vice versa.
2. No IJN air units may be converted to IJA aircraft and vice versa.
3. Kawasaki Ki-60. IJA heavy fighter. Available at same time as Kawasaki Ki-61 (Tony).
4. Kawasaki Ki-100. IJA high performance fighter. Available beginning Mar 45.
5. Kayaba Ka-1. IJA autogyro. Inexpensive, short range anti-submarine patrol aircraft. Available from Dec 41 on.
6. Kyushu Q1W (Lorna). IJN twin engine anti-submarine patrol aircraft. Available beginning Mar 44.
7. Kyushu J7W. IJN single engine fighter with canard configuration. Available beginning Aug 45.
8. Mitsubishi A7M (Sam). IJN single engine carrier based fighter. Available beginning sometime in 1945, depending on priority, earthquakes, US bombing, etc.
9. Nakajima G8N (Rita). IJN four engined bomber. Available beginning sometime in 1945, depending on US bombing.
10. Aichi H9A. IJN twin engined flying boat. Shorter ranged less expensive alternative to Mavis and Emily. Available beginning Dec 41.
11. Nakajima/Showa Navy Type 0 Transport (Tabby). License built version of Douglas L2D/DC-3. Available beginning Dec 41.
U.S.A.
1. Consolidated PB2Y Coronado. Four engined flying boat. Available beginning Dec 41.
2. Consolidated B-32 Dominator. Four engined heavy bomber. Available beginning Jan 45.
3. Convair (Consolidated) B-36 Peacemaker. Six engined super-heavy bomber. Available beginning Aug 45, depending on priority. Urgency of development declined as US forces advanced and captured new bases and problems with B-29 were solved.
4. Curtiss C-46 Commando. Twin engined transport. Available beginning Dec 41.
5. Douglas C-54 Skymaster. Four engined transport. Available beginning Mar 42.
6. Grumman F8F-1 Bearcat. Single engined carrier based fighter. Available beginning Feb 45.
7. Lockheed P-80A Shooting Star. Single engined jet fighter. Available beginning Feb 45.
8. Martin PBM Mariner. Twin engined flying boat. Available Dec 41.
9. North American P-82 Twin Mustang. Twin engined fighter. Available Aug 45.
For those who are interested in exploring games on production, I recommend:
Malfador Machinations: Space Empires III. While set outer space in the future, this game has an extensive technology tree for R&D and allows players to design their own spaceships. I approached them about doing a carrier design game, but they said they were too busy working on Space Empires IV. That game has been recently released by Shrapnel Games, but I haven’t studied it enough to comment on it. A demo is downloadable at http://malfador.com
Fritz Bronner’s Liftoff! (boardgame by Task Force Games) and its computer derivative Buzz Aldrin’s Race Into Space (BARIS) (by Interplay). These games require players to purchase launcher and payload programs and then spend money on R&D to improve their safety factors. A random factor during launch and spaceflight determines whether they work and consequently mission success. BARIS can be found at http://www.theunderdogs.org
Domark’s Flight Sim Toolkit. This product has a editor for aircraft characteristics inolving tradeoffs. Might provide some leads for allowing players to design their own aircraft, or at least project flight characteristics of proposed aircraft. Look for it at http://www.theunderdogs.org
Again, comments are welcome.
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