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Post by yemo on Jul 8, 2019 16:43:06 GMT -6
To be fair, I've been cutting back a bit. My later designs generally have 12-16 tubes, so that they can get to higher speeds and/or mount a useful AA battery. But I play on Captain mode, so the ability to vomit torps en masse has been really useful. And even the 24-tube ships shoot themselves dry on a regular basis. Edit: We did a test in my AAR thread - this is a variable tech effect. If you change the variable tech setting, they go back to 18 tons per tube. If you click autodesign for a DD often enough, it will sometimes offer 12inch torps. No variable tech needed. Later it offers 21inch torps as well, in addition to the standard 18inch.
I still do not know the difference between 12 and 18 and 21 inch torps. My guess would be yield and range, but I do not know.
If anyone does, please share and/or write in the wiki.
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Post by fredsanford on Jul 8, 2019 16:59:49 GMT -6
I could see using Captain's mode if there were player vs player, but Captain's mode against the AI is like picking on the special ed kids.
Flotilla attack (the button with the 3 little ships on your lead division status screen) works fine most of the time, after 1910 or so.
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Post by alsadius on Jul 8, 2019 20:50:13 GMT -6
Captain's mode gives me too much control of my forces, but the others give me too little. I find too little control immensely frustrating, so I'd rather take too much. That said, if I had a realistic level of control over my ships(including ordering specific tasks, or ultimately radio communication), I'd happily take it.
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Post by jorgencab on Jul 9, 2019 1:53:57 GMT -6
In my opinion the choice of game level is one about simulation versus gaming. Do I want a simulation of more realistic conditions or do I want it to be more like a game, I prefer the simulation. Frustration is part of the simulation and we are probably way less frustrated than commanders at the time was when people did not do stuff the way they wanted or intended their orders to be carried out... Then you also have the fact that the AI also are limited much to the simulation so captain mode and firing torpedoes freely makes the game way to easy, it becomes a turkey shoot more or less. I find that I can use the flotilla button just fine when I want my destroyers to attack something, often they attack on their own when they find a good opportunity to do so. Early destroyers might not be super good because early torpedoes are so slow and with such short range and destroyers often have rather few torpedoes as well. But with night time and torpedo training they can do some interesting stuff even early on. I have used that as Japan several times in the early game to good effect during surprise attacks.
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Post by arminpfano on Jul 9, 2019 10:18:29 GMT -6
Thinking about it: What about a ramming mode? Should be fun to crash a DD right into the broadside of some shiny BB ...
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Post by archelaos on Jul 9, 2019 14:28:19 GMT -6
To be fair, I've been cutting back a bit. My later designs generally have 12-16 tubes, so that they can get to higher speeds and/or mount a useful AA battery. But I play on Captain mode, so the ability to vomit torps en masse has been really useful. And even the 24-tube ships shoot themselves dry on a regular basis. Edit: We did a test in my AAR thread - this is a variable tech effect. If you change the variable tech setting, they go back to 18 tons per tube. If you click autodesign for a DD often enough, it will sometimes offer 12inch torps. No variable tech needed. Later it offers 21inch torps as well, in addition to the standard 18inch.
I still do not know the difference between 12 and 18 and 21 inch torps. My guess would be yield and range, but I do not know.
If anyone does, please share and/or write in the wiki.
In theory there should be no 12in torpedoes. TorpedoData file lists only 18, 20, 21in torps, but I'm not even sure game uses this file as it is clearly SaI file (torps are listed nationally) . So I have no idea what data 12in torps have. But the damage potential difference should be very big.
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Post by rimbecano on Jul 10, 2019 4:49:07 GMT -6
Captain's mode gives me too much control of my forces, but the others give me too little. I find too little control immensely frustrating, so I'd rather take too much. That said, if I had a realistic level of control over my ships(including ordering specific tasks, or ultimately radio communication), I'd happily take it. What I'd love to see a game implement sometime is some type of command-point system with an officer corps and some light scripting. Under normal circumstances, you only directly control or see from your flagship. Everything else is under AI control, and each ship can only send or receive so many orders per turn, with each order being either an instruction to do a basic, game defined task (things like follow division leader, turn to heading 270, set speed 24 knots, relay order to subordinates, etc.), or to execute a standing order, which is a small script that allows multiple pre-canned orders to be executed as one order. The communication and command technology on each ship determines the number of orders it can send and receive per turn, and the quality of information it sends back to the flagship. The officers on each ship determine how many standing orders it can store, and for very competent officers, give a bonus to the number of orders it can receive and the quality of information it can send to the flagship. Top tier officers serve as a second command point for the fleet: the ship the officer is stationed on can be switched to by the player, with the player directly seeing what that ship sees and giving an arbitrary number of orders to that ship.
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Post by jishmael on Jul 10, 2019 6:50:13 GMT -6
Captain's mode gives me too much control of my forces, but the others give me too little. I find too little control immensely frustrating, so I'd rather take too much. That said, if I had a realistic level of control over my ships(including ordering specific tasks, or ultimately radio communication), I'd happily take it. What I'd love to see a game implement sometime is some type of command-point system with an officer corps and some light scripting. Under normal circumstances, you only directly control or see from your flagship. Everything else is under AI control, and each ship can only send or receive so many orders per turn, with each order being either an instruction to do a basic, game defined task (things like follow division leader, turn to heading 270, set speed 24 knots, relay order to subordinates, etc.), or to execute a standing order, which is a small script that allows multiple pre-canned orders to be executed as one order. The communication and command technology on each ship determines the number of orders it can send and receive per turn, and the quality of information it sends back to the flagship. The officers on each ship determine how many standing orders it can store, and for very competent officers, give a bonus to the number of orders it can receive and the quality of information it can send to the flagship. Top tier officers serve as a second command point for the fleet: the ship the officer is stationed on can be switched to by the player, with the player directly seeing what that ship sees and giving an arbitrary number of orders to that ship. Sounds like a different game. One I'd love to play though
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