HMSWarspite
Posts: 1401
Joined: 4/13/2002 From: Bristol, UK Status: offline
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I think the idea of causing bombardments to cost op points would be a good one, and could reduce the issue here, without much change to the engine. The AI might trip over it, but I cannot evaluate this risk. Do surface actions cost OPs? Because this would be another item of contention. Bombardments ought to take from say 15mins to 1.5 hrs maybe, (20 - 120 ops say), maybe biased to commander ratings. Surface actions would be much more random, or generated from the way the battle develops. If no one evades, it would be very short (i.e. the TF isn't deflected from it's course), an evading TF could lose several hrs worth of OPs. I am really struggling on the interception debate. Against humans, intercepting carriers is not necessarily easy, because despite having react off set a lot of the time, I move TFs every turn, usually at least 4 hexes. This lessens the risk of sub ambushes, surface TF intercepts etc. You could argue that this is yet more details to attend to, but if I only do one thing in a turn, it's nurse maid the carriers! The abstraction that you only get an intercept chance at the end of the turn really doesn't bother me. Carriers have the reach to usually get close enough to surface groups not to matter. OK - you cannot patrol choke points as a barrier patrol, unless that is also the enemy objective. Is this really an issue? You still have a 1 in 4 or 5 chance of getting the correct hex (for an average TF cruise speed). In a heavy LBA environment, I always prefer to keep my TF under my LBA, not out on a limb in the Slot. If I saw a TF on barrier patrol, the first thing I would do is home any subs nearby on to it, so stay there more than a few days, and you'll get your interception all right! I appreciate that some pepple want to postion the 'outer picket, inner picket, close defence' explicitly, but as has been said, the game isn't that detailed. Do we get the correct end result - that is the question. Now, if there were situations where significant TFs sat in hexes next door to a hex where the enemy swanned in, bombarded, and left, and you couldn't stop them, that would be different, however, I don't think that is what's happening here. Maybe I have come up with a style of play that meshes with the game mechanics, so I don't see the full frustration. I must admit, the first few times the AI did the old PM bombardment shuffle, I was a little frustrated. However, subs, mines, and building up the supply and AF state soon sort that out. The computer lost all interest when I damaged 3 BB and sank 1 - it can be countered. You pretty much have to bombard a AF every night to keep it out if action. Miss once, and any cripples get trounced. I think we have to accept the game UV is, and not complain about the one it isn't. Now, I have a MUCH bigger worry on the information system (as I keep mentioning). The amount of routine clicking, and work to rotate air units on rest/training, the fiddle to find which subs are out or torps, those are issues that I think need attention, especially for WitP. Sorry for going on - look upon it as my 2p worth, but with double bonus extra sale thrown in!:)
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I have a cunning plan, My Lord
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