Feinder -> RE: Allied ASW (11/22/2004 4:04:24 AM)
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I completely agree with you Dereck. However, I belive what folks are trying to do (fundamentally) is contrain player from ahistorical keeping their ships at sea 100% the time. For the very reason you stated, I don't belive that the sys dmg model should be messed with. I think it's fine, because yes, ships don't actually accumalte DAMAGe, because there is a whole crew of guys whose orders (and best interest) to keep their ship in top condition. If you want to know what the real problem is that, it's too easy to deploy large TFs, and from teh smallest base. You can rearm/refuel an eitire carrier battle-group at a island with single palm tree (and a gazillion supplies), in one day. We both know, that doesn't happen. I actually think they should have "port points", which are genreated each turn by a port. The larger the port, the more port points per turn (up to a max number, depending on the size, where smaller ports have smaller max than large ones). As you form a TF at the port, you expend port-points as you add ships to your TF. Smaller ships are cheap, bigger ships are more. Something like this... 1 = 5 port points per turn, max 15. 2 = 10 port points per turn, max 30. 3 = 15 port points per turn, max 45. 4 = 20 port points per turn, max 80. 5 = 25 port points per turn, max 100. 6 = 30 port points per turn, max 120. 7 = 35 port points per turn, max 140. 8 = 40 port points per turn, max 200. 9 = 45 port points per turn, max 225. 10 = 50 port points per turn, max 250. Cost to add ship to TF PT/PG/PC/SC = 1 DD = 10 CL = 40 CA = 50 BB/BC = 110 CV = 135 It's simuates the ability to "make ready to get underway". It might take a week, to get that CV group ready to sail (much more reasonable). It also compells you to keep your capital ships at the bases which could actually handle them. My 2 pfennigs. -F-
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