Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Admirals Edition Naval Thread

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Admirals Edition Naval Thread Page: <<   < prev  41 42 [43] 44 45   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Admirals Edition Naval Thread - 4/2/2008 10:02:20 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
You can lay as many MINES as you want, but the number of MINEFIELDS is capped at 4K.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to rockmedic109)
Post #: 1261
RE: Admirals Edition Naval Thread - 4/2/2008 1:52:34 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline

quote:

ORIGINAL: Dili

quote:

I'm not aware of any changes to the "to hit" probabilities in AE for mines - but we are adding limits to minefields also from an "ammunition" perspective. So both sides will have mines as a producible device. This will provide additional constraints for mines in AE.


That will be great, then we can set up how many mines there were at war start, should be for torpedoes too but i suppose that is asking to much. And i hope that there will not be hardcode date limit to airplane mines but that be made set into availability device capabilities.



Aerial Torpedoes are dealt with in a different manner that limit their availability.

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to Dili)
Post #: 1262
RE: Admirals Edition Naval Thread - 4/2/2008 7:53:41 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: Terminus

You can lay as many MINES as you want, but the number of MINEFIELDS is capped at 4K.


You make it sound as if I'd be better served by using all my minelayers in one huge taskforce. The way its described, using smaller ones simply causes multiple minefields in 1 hex. Am I understanding this correctly?

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Terminus)
Post #: 1263
RE: Admirals Edition Naval Thread - 4/2/2008 11:11:17 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
Depends on your priority. It has been alledged that the number of minefields in the hex is correlated with the overall hit probability of mines in a hex hitting enemy ships in a hex. If true, then more minefields in a hex might be a good thing.

However, if you want lots of mines in a hex with a minimal expendiature of minefields, then larger numbers of minelayers operating in one TF is better.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to Shark7)
Post #: 1264
RE: Admirals Edition Naval Thread - 4/3/2008 8:10:45 AM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
Joe, I am one who believes that having more minefields is better, based upon my experience in my present game against Chez.

In just about every invasion, he has had at least one ship (usually two) hit a mine. In his invasion of Balikpapan, he had thirteen ships hit mines (including the Haruna and three destroyers). I remember that he asked about the total number of mines at that base and was surprised at the answer of "closer to 500 than 1000".

I recall that due to their short range, I had been running the small Dutch MLs into Balikpapan from Soerbaja and using the larger MLs for the bases further away. Thus, Balikpapan had a LOT of small minefields. They didn't take long to clear, but his ships kept finding undiscovered minefields (apparently by feel).

The downside of having a lot of small minefields is that each decays at the full rate, so ten 50 mine fields will decay ten times faster than one 500 mine field.

_____________________________

fair winds,
Brad

(in reply to jwilkerson)
Post #: 1265
RE: Admirals Edition Naval Thread - 4/3/2008 9:29:22 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: bradfordkay

Joe, I am one who believes that having more minefields is better, based upon my experience in my present game against Chez.

In just about every invasion, he has had at least one ship (usually two) hit a mine. In his invasion of Balikpapan, he had thirteen ships hit mines (including the Haruna and three destroyers). I remember that he asked about the total number of mines at that base and was surprised at the answer of "closer to 500 than 1000".

I recall that due to their short range, I had been running the small Dutch MLs into Balikpapan from Soerbaja and using the larger MLs for the bases further away. Thus, Balikpapan had a LOT of small minefields. They didn't take long to clear, but his ships kept finding undiscovered minefields (apparently by feel).

The downside of having a lot of small minefields is that each decays at the full rate, so ten 50 mine fields will decay ten times faster than one 500 mine field.


If the decay is percentage (exponential), they should both decay at the same rate.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to bradfordkay)
Post #: 1266
RE: Admirals Edition Naval Thread - 4/3/2008 11:49:45 AM   
Dili

 

Posts: 4708
Joined: 9/10/2004
Status: offline
Will there be any sonar device? 

(in reply to herwin)
Post #: 1267
RE: Admirals Edition Naval Thread - 4/3/2008 5:12:55 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
No unfortunately - it was certainly discussed - but did not make the cut.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to Dili)
Post #: 1268
RE: Admirals Edition Naval Thread - 4/3/2008 11:47:52 PM   
Dili

 

Posts: 4708
Joined: 9/10/2004
Status: offline
Thanks. It could have been just a on/off that would improve the odds of present ASW devices, but if the Devices Slots are opened with many more slots a modder can duplicate AS devices and make with or without sonar.

< Message edited by Dili -- 4/3/2008 11:48:11 PM >

(in reply to jwilkerson)
Post #: 1269
RE: Admirals Edition Naval Thread - 4/3/2008 11:49:54 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Lots of elbow room in the database...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Dili)
Post #: 1270
RE: Admirals Edition Naval Thread - 4/4/2008 2:28:01 AM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline

quote:

ORIGINAL: HMSWarspite

Don't be like that. I am not convinced that convoy actions present a realistic range of outcomes. However the examples you chose to raise are not two of them. Either present views (or better facts) that support your case, or find another example that does.


ok, i know that i've said it is enough. But, i really hate when guys keep talking "i'm not convinced", "oh i have a good escort", "oh, it is realistical, remeber the xy battle..:" etc... you want the better facts, ok - here it is


Night Time Surface Combat, near Tinian at 62,65

Japanese Ships
BB Hiei
BB Mutsu
CA Haguro
CL Yahagi, Shell hits 1
DD Suzunami
DD Asagumo
DD Hibiki
DD Yugiri
DD Ume
DD Sugi
DD Hatakaze


Allied Ships
DE Reynolds, Shell hits 17, on fire, heavy damage
AK Algol
AK Thuban, Shell hits 3, Torpedo hits 1, on fire, heavy damage
AK Centarus
AK Aquarius, on fire
AK Arneb, Shell hits 1, on fire
AK Chara, on fire, heavy damage
AK Capricornus
AK Durham Victory
AK Iran Victory
AK Bedford Victory
AK Bluefield Victory
AK Boulder Victory
AK Australian Victory
AK Elmira Victory
AK Las Vegas Victory, on fire
AK Manderson Victory
AK Provo Victory
AK Diphda
LCI(G) LCI(G)-373
LCI(G) LCI(G)-396
LCI(G) LCI(G)-398
LCI(G) LCI(G)-401
LCI(R) LCI(R)-74
AK Liloa
AK Sage Brush
AK Sea Thrush
AK Wind Rush, on fire, heavy damage
AK Alcoa Pioneer
AK Cape Cumberland
AK Cape Friendship
AK Cape Georgia
AK Cape Isabel
AK Cape John
AK Cape Martin, on fire, heavy damage
AK Jean Lafite
AK Robin Wentley
AK Sea Runner, on fire
AK Sea Sturgeon
AK Unicoi
AK Abigail S. Duniway
AK Ada Rehan
AK Alan Seeger
AK Alexander Majors
AK Alexander Woolcott
AK Allen Johnson
AK Ambrose Bierce
AK Amerigo Vespucci
AK Antonin Dvorak, on fire, heavy damage
AK Empire Record, Shell hits 16, Torpedo hits 3, on fire, heavy damage



Yeah, i know the convoy scattered and results are historical, reasonable, etc....... "there are many examples in the history when escort protected escorts blah blah"..


Andy, do you still think that naval combat is not broken?


< Message edited by pauk -- 4/4/2008 2:29:23 AM >


_____________________________


(in reply to HMSWarspite)
Post #: 1271
RE: Admirals Edition Naval Thread - 4/4/2008 3:49:03 AM   
Dili

 

Posts: 4708
Joined: 9/10/2004
Status: offline
quote:

Lots of elbow room in the database...
   Maybe someone needs to make a diet :D. If there will be ever a chance just put Sonar and an open field where, if a modder puts the number 100(as 100%) means doubling the AS weapon hit chances(note: not doubling the effects just the hit chances if it is not possible to make it in detection chances).

< Message edited by Dili -- 4/4/2008 3:50:28 AM >

(in reply to pauk)
Post #: 1272
RE: Admirals Edition Naval Thread - 4/4/2008 4:11:52 AM   
wworld7


Posts: 1727
Joined: 2/25/2003
From: The Nutmeg State
Status: offline
A diet?

Ok, now I'm lost.

_____________________________

Flipper

(in reply to Dili)
Post #: 1273
RE: Admirals Edition Naval Thread - 4/4/2008 4:14:23 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
Pauk, I've noticed the same thing. Had an enemy task force of 3 BBs and several cruiser engage and sink a single PT boat. Fired on that same boat for about 100 hits and completely ignored the others.

I've also had the same thing happen when engaging groups of barges. You'll have 1 of the 12 get attacked and the rest get away, even though they are slower than the cruisers and practically defenseless.

Both of these cases should have been a complete turkey shoot with most if not all of the PTs and AGs being sunk.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to wworld7)
Post #: 1274
RE: Admirals Edition Naval Thread - 4/4/2008 6:47:53 AM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
"Naval Combat is broken" is a interesting statement. Both general "Naval Combat" and specific "is broken" ... I wonder if such a statement could be either proven or disproven ... ???

I would take neither side of the debate myself.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to Shark7)
Post #: 1275
RE: Admirals Edition Naval Thread - 4/4/2008 8:25:27 AM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline

Joe, i'm getting tired of this. I've posted just one example. Then i was told everthing is working fine (just go back and see my recent posts and answers). Ok, then i posted another example - just one example of the numerous wierd results in many games. Now, i don't get any reasonable answer, just demagogic answer.

I could live with such naval combat model, but since you guys doing a more accurate game, i've tried to point that some things are not working well in WiTP. But unfortunatly, it seems that none is interested for improving the game in this particular area which is pitty . I perfectly understand that AE team will do what they thing is needed to be inproved - and that is ok. We, as customers have two choices and that is fine. I really really appreciate what is AE team trying to achive.

But, i can not accept that someone keeps telling me "hey, it is working fine" when i know no it is not working fine. And i really don't want to go into further debate. I recall how Tom Hunter tried to explain and prove some "glitchs" in naval combat, do you recall that too, Joe?

So, it is obvious that nothing is going to be changed/improved in naval combat and it is fine. But, i'm not naive, and i can not buy "the naval combat model is fine" fairy tale.







_____________________________


(in reply to jwilkerson)
Post #: 1276
RE: Admirals Edition Naval Thread - 4/4/2008 11:25:52 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Thats a better example of the point you were making earlier - there is less ambiguity in thats one. I am having my own problems in another game...

I still maintain the previous example was not a good example of the point you were making this one is better

(my escort seems a little light I wonder what happened to the rest of em...)

Actually if thats the convo at Tinian they were supposed to withdraw last night so its user error as well....



quote:

ORIGINAL: pauk


quote:

ORIGINAL: HMSWarspite

Don't be like that. I am not convinced that convoy actions present a realistic range of outcomes. However the examples you chose to raise are not two of them. Either present views (or better facts) that support your case, or find another example that does.


ok, i know that i've said it is enough. But, i really hate when guys keep talking "i'm not convinced", "oh i have a good escort", "oh, it is realistical, remeber the xy battle..:" etc... you want the better facts, ok - here it is


Night Time Surface Combat, near Tinian at 62,65

Japanese Ships
BB Hiei
BB Mutsu
CA Haguro
CL Yahagi, Shell hits 1
DD Suzunami
DD Asagumo
DD Hibiki
DD Yugiri
DD Ume
DD Sugi
DD Hatakaze


Allied Ships
DE Reynolds, Shell hits 17, on fire, heavy damage
AK Algol
AK Thuban, Shell hits 3, Torpedo hits 1, on fire, heavy damage
AK Centarus
AK Aquarius, on fire
AK Arneb, Shell hits 1, on fire
AK Chara, on fire, heavy damage
AK Capricornus
AK Durham Victory
AK Iran Victory
AK Bedford Victory
AK Bluefield Victory
AK Boulder Victory
AK Australian Victory
AK Elmira Victory
AK Las Vegas Victory, on fire
AK Manderson Victory
AK Provo Victory
AK Diphda
LCI(G) LCI(G)-373
LCI(G) LCI(G)-396
LCI(G) LCI(G)-398
LCI(G) LCI(G)-401
LCI(R) LCI(R)-74
AK Liloa
AK Sage Brush
AK Sea Thrush
AK Wind Rush, on fire, heavy damage
AK Alcoa Pioneer
AK Cape Cumberland
AK Cape Friendship
AK Cape Georgia
AK Cape Isabel
AK Cape John
AK Cape Martin, on fire, heavy damage
AK Jean Lafite
AK Robin Wentley
AK Sea Runner, on fire
AK Sea Sturgeon
AK Unicoi
AK Abigail S. Duniway
AK Ada Rehan
AK Alan Seeger
AK Alexander Majors
AK Alexander Woolcott
AK Allen Johnson
AK Ambrose Bierce
AK Amerigo Vespucci
AK Antonin Dvorak, on fire, heavy damage
AK Empire Record, Shell hits 16, Torpedo hits 3, on fire, heavy damage



Yeah, i know the convoy scattered and results are historical, reasonable, etc....... "there are many examples in the history when escort protected escorts blah blah"..


Andy, do you still think that naval combat is not broken?



(in reply to pauk)
Post #: 1277
RE: Admirals Edition Naval Thread - 4/4/2008 1:57:45 PM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline

of course it is better. You know that i still think what ive posted in recent post(s).

So, short question:

Is this being looked?



_____________________________


(in reply to Andy Mac)
Post #: 1278
RE: Admirals Edition Naval Thread - 4/4/2008 1:58:51 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Because one aspect of naval combat doesn't function according to your standards, it doesn't mean the whole thing is "broken". That's false logic.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Terminus)
Post #: 1279
RE: Admirals Edition Naval Thread - 4/4/2008 3:48:35 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
quote:

ORIGINAL: pauk


of course it is better. You know that i still think what ive posted in recent post(s).

So, short question:

Is this being looked?





There have been some tweaks to Naval Combat...now whether those changes will completely prevent results like above remains to be seen....but perhaps the results will not be as extreme.

The changes involved comparing speeds between combat TF and non-combat TF such that a faster combat TF will likely have a greater opportunity to fire more shots before the sides break off...

< Message edited by treespider -- 4/4/2008 3:54:30 PM >


_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to pauk)
Post #: 1280
RE: Admirals Edition Naval Thread - 4/4/2008 4:38:21 PM   
Dili

 

Posts: 4708
Joined: 9/10/2004
Status: offline
I dont think that naval combat is necessarely broken. Depends on weather, sea state and dispersal of convoy and other things like Radar, commander moral and judgement. And at night everyone is prudent.

This reminds me of one episode in Crete Invasion: Commander Cigala Fulgosi with  Torpedo Boat Sagittario(not even a destroyer) escorting a motley invasion force of 30 diverse costal civilian vessels w/ 4000 German soldiers Vs

Force C - Rear Admiral E. L. S. King
CL Naiad (F)
CL  Perth
CL  Calcutta
CL Carlisle
DD Kandahar
DD Kingston
DD Nubian

This was in day time. 2 of the coastal vessesls were sunk the others were able to retire.

Churchill was furious.

The other one at night the Lupo convoy was a bit better for British but even then they failed to destroy the convoy.

(in reply to treespider)
Post #: 1281
RE: Admirals Edition Naval Thread - 4/4/2008 5:05:59 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Naval combat is not "broken" in any way, shape or form.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Dili)
Post #: 1282
RE: Admirals Edition Naval Thread - 4/4/2008 5:47:59 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: pauk


Joe, i'm getting tired of this. I've posted just one example. Then i was told everthing is working fine (just go back and see my recent posts and answers). Ok, then i posted another example - just one example of the numerous wierd results in many games. Now, i don't get any reasonable answer, just demagogic answer.

I could live with such naval combat model, but since you guys doing a more accurate game, i've tried to point that some things are not working well in WiTP. But unfortunatly, it seems that none is interested for improving the game in this particular area which is pitty . I perfectly understand that AE team will do what they thing is needed to be inproved - and that is ok. We, as customers have two choices and that is fine. I really really appreciate what is AE team trying to achive.

But, i can not accept that someone keeps telling me "hey, it is working fine" when i know no it is not working fine. And i really don't want to go into further debate. I recall how Tom Hunter tried to explain and prove some "glitchs" in naval combat, do you recall that too, Joe?

So, it is obvious that nothing is going to be changed/improved in naval combat and it is fine. But, i'm not naive, and i can not buy "the naval combat model is fine" fairy tale.








Pauk, I hope my words are not construed to be saying "the naval combat model is fine". My words were that I would not take either side of the debate "broken" or "fine" ... especially if broken means "usually produces invalid results" and fine means "usually produces valid results".

Here is a snippet from my last convoy battle from my game with Moses ... one IJN TF sneaks in to an invasion and dings a couple of convoys. I'd consider this result to be "valid" feeling.


AFTER ACTION REPORTS FOR 06/16/43


--------------------------------------------------------------------------------
Night Time Surface Combat, near Munda at 64,95

Japanese Ships Now the surface forces sneaks in to hit the transports!
CA Aoba
CA Kinugasa
CL Nagara
DD Hatsukari
DD Tomozuru
DD Otori
DD Hiyodori
DD Hayabusa

Allied Ships
AK Henry Dearborn
AK James B. McPherson, Shell hits 15, Torpedo hits 1, and is sunk
AK Juan Cabrillo, Shell hits 4, on fire, heavy damage
AK Lew Wallace
AK Starr King, Shell hits 14, Torpedo hits 1, on fire, heavy damage

--------------------------------------------------------------------------------
Night Time Surface Combat, near Munda at 64,95

Japanese Ships Hit 'em again !!!
CA Aoba
CA Kinugasa, Shell hits 1
CL Nagara
DD Hatsukari
DD Tomozuru
DD Otori
DD Hiyodori, Shell hits 1
DD Hayabusa

Allied Ships
AP George F. Elliot, Shell hits 2, on fire
AP McCawley
AP Heywood, Shell hits 9, on fire, heavy damage
AP U.S. Grant, Shell hits 15, Torpedo hits 3, and is sunk
AP Henry T. Allen


But to answer your question "is this being worked on" ... I will actually answer a broader question.


Regarding the three major combat systems, Land, Sea and Air ...

Land - We are changing some things that will impact land combat, but the basic model is not being changed.

Naval - Again, we are changing something that will impact naval combat, but we are not changing the basic model.

Air - In the case of air - when we started this project, the eight or so people on board at that time, felt "uber air battles" was one of the top (actually IIRC it was THE top) issue(s) that needed to be addressed. So we have been more "intrusive" in this area. The basic sequence is unchanged - but there have been modifications to the guts of the air to air system. Mitigating Uber air combats requires at least two components: Breaking up the larger air battles and making it more difficult to operate large groups of aircraft out of a small area. We have attempted to make progress on both of these axes. So far the test results seem positive but more is needed.

So why did we not address the fundamentals of Naval and Land? Short answer is we felt like addessing the issues would result in a complete re-write and we were loathe to do this for an upgrade. We withhold the total re-write option for a future day when we will tackle a new game from the ground up. Trying to do essentially a new game, within the existing framework did not seem to fit the project parameters. I certainly "take the blame" for making this call. So be sure to sight in on the proper target!



_____________________________

AE Project Lead
New Game Project Lead

(in reply to pauk)
Post #: 1283
RE: Admirals Edition Naval Thread - 4/4/2008 6:00:00 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
quote:

ORIGINAL: Terminus

Naval combat is not "broken" in any way, shape or form.



T is absolutely correct...it is working exactly the way it is coded.

And as has been pointed out, the original WitP code has been tweaked....

< Message edited by treespider -- 4/4/2008 6:01:56 PM >


_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to Terminus)
Post #: 1284
RE: Admirals Edition Naval Thread - 4/4/2008 7:27:44 PM   
HMSWarspite

 

Posts: 1401
Joined: 4/13/2002
From: Bristol, UK
Status: offline
quote:

ORIGINAL: pauk


quote:

ORIGINAL: HMSWarspite

Don't be like that. I am not convinced that convoy actions present a realistic range of outcomes. However the examples you chose to raise are not two of them. Either present views (or better facts) that support your case, or find another example that does.


ok, i know that i've said it is enough. But, i really hate when guys keep talking "i'm not convinced", "oh i have a good escort", "oh, it is realistical, remeber the xy battle..:" etc... you want the better facts, ok - here it is


Night Time Surface Combat, near Tinian at 62,65

Japanese Ships
BB Hiei
BB Mutsu
CA Haguro
CL Yahagi, Shell hits 1
DD Suzunami
DD Asagumo
DD Hibiki
DD Yugiri
DD Ume
DD Sugi
DD Hatakaze


Allied Ships
DE Reynolds, Shell hits 17, on fire, heavy damage
AK Algol
AK Thuban, Shell hits 3, Torpedo hits 1, on fire, heavy damage
AK Centarus
AK Aquarius, on fire
AK Arneb, Shell hits 1, on fire
AK Chara, on fire, heavy damage
AK Capricornus
AK Durham Victory
AK Iran Victory
AK Bedford Victory
AK Bluefield Victory
AK Boulder Victory
AK Australian Victory
AK Elmira Victory
AK Las Vegas Victory, on fire
AK Manderson Victory
AK Provo Victory
AK Diphda
LCI(G) LCI(G)-373
LCI(G) LCI(G)-396
LCI(G) LCI(G)-398
LCI(G) LCI(G)-401
LCI(R) LCI(R)-74
AK Liloa
AK Sage Brush
AK Sea Thrush
AK Wind Rush, on fire, heavy damage
AK Alcoa Pioneer
AK Cape Cumberland
AK Cape Friendship
AK Cape Georgia
AK Cape Isabel
AK Cape John
AK Cape Martin, on fire, heavy damage
AK Jean Lafite
AK Robin Wentley
AK Sea Runner, on fire
AK Sea Sturgeon
AK Unicoi
AK Abigail S. Duniway
AK Ada Rehan
AK Alan Seeger
AK Alexander Majors
AK Alexander Woolcott
AK Allen Johnson
AK Ambrose Bierce
AK Amerigo Vespucci
AK Antonin Dvorak, on fire, heavy damage
AK Empire Record, Shell hits 16, Torpedo hits 3, on fire, heavy damage



Yeah, i know the convoy scattered and results are historical, reasonable, etc....... "there are many examples in the history when escort protected escorts blah blah"..


Andy, do you still think that naval combat is not broken?



Yes - I will give you this one. Whilst possible (with a little imagination) to conceive a scenario where this could happen, I think the realistic options are either the attackers fail to find the convoy, or they do a lot more damage. I don't think that this necessarily means the whole system is broken, but I would like to know if this action is within scope of 'model working as designed'. The attackers found it, how did they not engage more ships, even if they were commanded by a paranoid wimp who pulled out after the first round (or something)...

_____________________________

I have a cunning plan, My Lord

(in reply to pauk)
Post #: 1285
RE: Admirals Edition Naval Thread - 4/4/2008 7:36:26 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Maybe one way to help address this is to put more information in the combat report. There have already been calls to have any info available in the animations also be in the report. That is good, because it puts people on an even footing (animations versus no animations). Likewise there have been requests to put some additional info into the combat report.

How about we add to those requests that the combat report include a terse summary of any relevant information (within the limits of FOW)? Such information would include weather, sea state, lighting, surprise, initial range of sighting/firing, etc.

(in reply to treespider)
Post #: 1286
RE: Admirals Edition Naval Thread - 4/4/2008 8:30:29 PM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
4000 Minefield Limit

Is this limit per side? If no, could one side use this up to limit other players use of mine fields?

How does a player know the number left/available to them?

We get info on the number of mines at a base, how about the number of fields?

It would be nice to know the size & number of fields layed on any target hex, for air layed mines the player gets no feed back/info on the number of mines layed or the size of the mine field!

Will we see the AI in AE make better use of mines, laying both defenes and mining enemy ports?





(in reply to witpqs)
Post #: 1287
RE: Admirals Edition Naval Thread - 4/5/2008 12:15:56 AM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline


Ok.. as I've expected, only Joe gave reasonable and good answer. Andy, you know that i'm right buy you can't just admit that.

Thanks Joe, i see the point. It is pitty that person who started this thread didn't have anything to say about this "glitch", but somehow i'm not suprised by that. He is well known.... (censored).

< Message edited by pauk -- 4/5/2008 12:19:00 AM >


_____________________________


(in reply to pad152)
Post #: 1288
RE: Admirals Edition Naval Thread - 4/5/2008 12:42:50 AM   
sven6345789

 

Posts: 1050
Joined: 3/8/2004
From: Sandviken, Sweden
Status: offline
I am not really convinced that you are right. It is as has been said. The system is ok, since it produces understandable or acceptable results most of the time. Sometimes it just doesn't work out the way you expect it.

for example, the german submarine campaign was very successful during 1940. At this time, about 10-15 subs were all that were on station.
If that would happen in a game, everyone would say "broken".
In June 1941, the western Army Group of the Red Army had more tanks than the german army Groups North, South and Center combined. Still they were gone after about two weeks.

There is more to war than numbers or force. Leadership and using your assets to the maximum counts (Jacksons Shenandoah-Campaign, for example), and than there is the factor of luck, and bad luck
Napoleon was once asked if given the choice between a good general or a lucky general who would he take? he replied L'on fortuné, chaques temps! the lucky one, every time.
your combat is the perfect example of a SNAFU!


_____________________________

Bougainville, November 1,2,3,4,5,6,7,8,9. It rained today.

Letter from a U.S. Marine,November 1943

(in reply to pauk)
Post #: 1289
RE: Admirals Edition Naval Thread - 4/5/2008 1:59:52 AM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline

quote:

ORIGINAL: pauk



Ok.. as I've expected, only Joe gave reasonable and good answer. Andy, you know that i'm right buy you can't just admit that.

Thanks Joe, i see the point. It is pitty that person who started this thread didn't have anything to say about this "glitch", but somehow i'm not suprised by that. He is well known.... (censored).

quote:

quote:

quote:

ORIGINAL: pauk


of course it is better. You know that i still think what ive posted in recent post(s).

So, short question:

Is this being looked?



There have been some tweaks to Naval Combat...now whether those changes will completely prevent results like above remains to be seen....but perhaps the results will not be as extreme.

The changes involved comparing speeds between combat TF and non-combat TF such that a faster combat TF will likely have a greater opportunity to fire more shots before the sides break off...


What wasn't reasonable about that response?

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to pauk)
Post #: 1290
Page:   <<   < prev  41 42 [43] 44 45   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Admirals Edition Naval Thread Page: <<   < prev  41 42 [43] 44 45   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.422