AlvaroSousa
Posts: 9927
Joined: 7/29/2013 Status: offline
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So this is an update to this idea while I am working on my next game which will use WP2 engine. After much consideration I decided to stick with hex movement and not make sea zones. #1 The coding for it is much more complex than I had thought. #2 It will take a lot of testing to validate basically starting over. #3 The UI to handle it would be overly complex But I am expanding the idea to the current system. So these are now my considerations. #1 Fleets will have specific missions. #2 Fleets will have specific interception rules and yes it will be along a path. #3 Fleets will have a lot of operation points, 1 per hex move, and X amount for an action. #4 Fleets will have a dynamic sea zone around them. Meaning you won't have to walk up to the coast to disembark. You can do bombardment, invasions, air striks from a radius near your destination hex. #5 maybe I will have coastal sea hexes and deep sea hexes simplifying the spotting to 2 different checks in stead of pure distance. #6 I am seriously considering a separate naval phase before land phase. Due to some of the issues in WPE and WPP for invasions. Basically the general rule will be you can only perform a mission in an area with no enemy fleets. Naval battles during the naval phase will end up with one side staying, one side being destroyed, or one side retreating back to base. Naval phase would be broken into MOVE, COMBAT, MISSION, RETURN TO BASE MOVE optional. #7 Other considerations are back to large stacks BUT you can only assign X number of ships to a mission. Much like a sea zone. So you can only assign say 6 to combat action, 6 to invasion, and 6 to bombardment. But not sure yet here. #8 This system will also improve the A.I. as the coding for it will be easier. I don't have to be so precise. #9 Fleets will have a mission radius and an intercept radius. Mission is specific, intercept is patrolling. I was taking a look at how HOI4 does it. #10 players can toggle showing current dynamic sea zones (where visible enemies are and their radius) I think it will make the naval system more dynamic and interesting while retaining the basic structure of what is already working with what you all want interception along the way. I think this will make both sides of the poll happy. Here is a picture
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< Message edited by AlvaroSousa -- 2/7/2022 6:30:30 PM >
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Creator Kraken Studios - WarPlan - WarPlan Pacific Designer Strategic Command - Brute Force (mod) SC2 - Assault on Communism SC2 - Assault on Democracy SC2 - Map Image Importer SC3
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