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Post by aeson on Jul 11, 2019 6:45:21 GMT -6
If there is a significant amount of time left on the engagement timer and the fleets are in reasonably close proximity, I would suggest that the "no contact between fleets" scenario ending condition should not trigger.
For example: There is a reasonable possibility that my destroyer force would find this convoy with slightly more time allowed for a search - they're only separated by 20nmi, so if I turned my destroyers West for the next leg of the search there is a reasonable chance that I would find the convoy well before the scenario ends. Additionally, the convoy is currently overrunning my submarine I-7, so I might very well have received a contact report indicating the convoy's position had the scenario gone on even slightly longer.
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Post by gornik on Jul 11, 2019 10:42:36 GMT -6
I doubt, if "no contact" fast ending should be here at all. Even if fleets miss each other, you may find the enemy after some searching. If you still miss them, "fleets too far" ending is available. And convoy mission sometimes is impossible now - if your force has slow ships and angled at wrong direction, you may have too little time after course/speed is unlocked. I suggest to rework whole mission type into something like "coastal raid" - plenty of time, large distance, several possible positions of convoy and more AI squadrons - both friendly and enemy. And no locks/fast endings!
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Post by alsadius on Jul 11, 2019 11:24:57 GMT -6
FWIW, I tend to quite like fast endings. In some ways, I'd almost prefer to see an auto-resolve button for fleet battles, and let me focus on the parts of the game I like.
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Post by dorn on Jul 11, 2019 14:12:53 GMT -6
I have already report, it can be found here with examples. It can be easily seen that both my and enemy divisions were on intercept course and would make contact within one hour. In the second example, contact would be made even within 5-10 minutes.
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Post by JagdFlanker on Jul 11, 2019 15:37:22 GMT -6
i do like the fast endings and deliberately triggering them when needed (like if i start with only DDs)
but i do agree on delaying/disabling fast endings on convoy missions, as convoys don't seem to start as close to the target location like in RtW1 and i'm often not given enough time to find it
also the VP penalty for failing is pretty substantial so i'd prefer to have the opportunity to blame myself for failing the mission
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Post by JagdFlanker on Jul 13, 2019 4:18:32 GMT -6
case in point - this convoy was nowhere near the target area
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