Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Convoy Route idea / musing..

 
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] >> Strategic Command Series >> Strategic Command WWII: World at War >> Convoy Route idea / musing.. Page: [1]
Login
Message << Older Topic   Newer Topic >>
Convoy Route idea / musing.. - 1/20/2021 8:52:37 PM   
steevodeevo

 

Posts: 138
Joined: 12/28/2005
Status: offline
Hey folks.

A though occurred to me during playing a couple of the Strategic Command games recently. I wonder what game play impact there would be if the convoy lanes were corridors two or 3 hexes wide rather than a single narrow line?

In my minds eye I see some quite fun variations in Submarine 'cat and mouse' strategy in wider sea lanes as well as nuances to hunting strategies for Destroyers or even opportunities for surface ships to try and avoid contact as they thread their way across the ocean.
Post #: 1
RE: Convoy Route idea / musing.. - 1/21/2021 1:10:27 AM   
Sovyetsky

 

Posts: 25
Joined: 5/28/2020
Status: offline
The map shows a "?" on it where your convoy lanes are being raided. This wouldn't change anything. Routes are fine to me

(in reply to steevodeevo)
Post #: 2
RE: Convoy Route idea / musing.. - 1/21/2021 2:22:59 AM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
They should be drawn farther apart from each other at the very least.

(in reply to Sovyetsky)
Post #: 3
RE: Convoy Route idea / musing.. - 1/21/2021 3:15:38 AM   
OldCrowBalthazor


Posts: 1108
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline

quote:

ORIGINAL: Elessar2

They should be drawn farther apart from each other at the very least.


Yes, agree here...for the cat and mouse affect for sure. Also, it would be cool for Allied commanders to draw up new routes..at a cost or some other penalty of course, and not too frequent. Don't know if the game engine would allow that in the middle of a match..but in the editor you can at least.

(in reply to Elessar2)
Post #: 4
RE: Convoy Route idea / musing.. - 1/21/2021 12:30:44 PM   
fluidwill matrix

 

Posts: 140
Joined: 12/7/2006
Status: offline
My understanding is Subs and Raiders only need to be adjacent to the convoy route to interdict so in effect they are 3 hexes wide? I have been wrong before though

(in reply to OldCrowBalthazor)
Post #: 5
RE: Convoy Route idea / musing.. - 1/21/2021 1:58:33 PM   
Hubert Cater

 

Posts: 5199
Joined: 7/22/2013
Status: offline
Yes, in effect they are 3 hexes wide as you only need to be adjacent as you understood.

_____________________________


(in reply to fluidwill matrix)
Post #: 6
RE: Convoy Route idea / musing.. - 1/21/2021 10:35:39 PM   
steevodeevo

 

Posts: 138
Joined: 12/28/2005
Status: offline

quote:

ORIGINAL: Hubert Cater

Yes, in effect they are 3 hexes wide as you only need to be adjacent as you understood.


My bad or lazy manual reading. I've been playing for years and thought right up until this comment that my subs had to be right on top of the line to interdict supply. This may be significant as I could maybe work out a few positions to reduce surface ship detection (primarily Destroyers) and still interdict.

Is there any reason why the game couldn't have hex shading of these sea lanes as a visual clue to this for players or is this aesthetically or game-play wise messy or otherwise a bad idea?

(in reply to Hubert Cater)
Post #: 7
RE: Convoy Route idea / musing.. - 1/22/2021 12:03:06 AM   
USGrant1962

 

Posts: 27
Joined: 12/6/2017
Status: offline

quote:

ORIGINAL: steevodeevo


quote:

ORIGINAL: Hubert Cater

Yes, in effect they are 3 hexes wide as you only need to be adjacent as you understood.


...

Is there any reason why the game couldn't have hex shading of these sea lanes as a visual clue to this for players or is this aesthetically or game-play wise messy or otherwise a bad idea?


A way to do this would be to add it to the Hide/Show Map Info tooltip for adjacent hexes as well as the current tooltip on convoy hexes.

_____________________________

USGrant1962

(in reply to steevodeevo)
Post #: 8
RE: Convoy Route idea / musing.. - 1/22/2021 1:00:04 AM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline

quote:

ORIGINAL: OldCrowBalthazor
Yes, agree here...for the cat and mouse affect for sure. Also, it would be cool for Allied commanders to draw up new routes..at a cost or some other penalty of course, and not too frequent. Don't know if the game engine would allow that in the middle of a match..but in the editor you can at least.


There are some Decision Events which allow for this.

(in reply to OldCrowBalthazor)
Post #: 9
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> Convoy Route idea / musing.. Page: [1]
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

1.545