Post by jztemple on Jul 30, 2015 0:19:46 GMT -6
(Update: The discussion below comes from a game with a starting fleet size of Small)
So it's 1913 in my game and I'm getting around to making some new ship designs (I LOVE this aspect of the game, it's awesome . Now I know that there are six areas in the game which have a force requirement of 6,000 tons, so with the 1.25 multiplier that comes with a ship fitted out for colonial service (manual is in error according to a post from Fredrik over in the beta thread) that means I need to design a ship of 4,800 tons. Now it doesn't matter the number or size of guns, or the speed, or the armoring, or whatever. Just 4,800 tons.
That doesn't seem... realistic, maybe?
Now I can understand why the game designers would use a scheme like this. There needs to be some requirement to force players to maintain a presence in the area. And you would want some way to assure that the ship being sent there is of some sufficient strength. However, having just a single value and a discreet decision (under 6,000? Fail! 6,000 or above? Pass!) lacks the subtlety that exists in so many other areas of the game. Note that the tonnages mentioned here and below are without the 1.25 colonial multiplier, just to keep things simple.
One solution could be that there would be, instead of a discrete pass/fail assessment, the tonnage present would be judged each turn by calculation. Say that 3,000 or below is an absolute fail and 6000 or above is an absolute pass. For every 30 tons above 3,000 the probability of a pass increases by 1%. So a 4,500 ton presence would have a 50% chance of passing each turn, with a failure being a prestige failure like now.
That's one solution. Obviously there could be others, maybe based on a formula that combines range, number of guns and size, speed and other factors. And as I have posted in another thread, each area could be treated differently depending on how many other nations have bases there, how many bases there are, size of the area, etc.
So, what do folks think? Is the present system OK? Would you like some more complexity in the force requirement calculations? Would you like to see the calculations more dynamic?
So it's 1913 in my game and I'm getting around to making some new ship designs (I LOVE this aspect of the game, it's awesome . Now I know that there are six areas in the game which have a force requirement of 6,000 tons, so with the 1.25 multiplier that comes with a ship fitted out for colonial service (manual is in error according to a post from Fredrik over in the beta thread) that means I need to design a ship of 4,800 tons. Now it doesn't matter the number or size of guns, or the speed, or the armoring, or whatever. Just 4,800 tons.
That doesn't seem... realistic, maybe?
Now I can understand why the game designers would use a scheme like this. There needs to be some requirement to force players to maintain a presence in the area. And you would want some way to assure that the ship being sent there is of some sufficient strength. However, having just a single value and a discreet decision (under 6,000? Fail! 6,000 or above? Pass!) lacks the subtlety that exists in so many other areas of the game. Note that the tonnages mentioned here and below are without the 1.25 colonial multiplier, just to keep things simple.
One solution could be that there would be, instead of a discrete pass/fail assessment, the tonnage present would be judged each turn by calculation. Say that 3,000 or below is an absolute fail and 6000 or above is an absolute pass. For every 30 tons above 3,000 the probability of a pass increases by 1%. So a 4,500 ton presence would have a 50% chance of passing each turn, with a failure being a prestige failure like now.
That's one solution. Obviously there could be others, maybe based on a formula that combines range, number of guns and size, speed and other factors. And as I have posted in another thread, each area could be treated differently depending on how many other nations have bases there, how many bases there are, size of the area, etc.
So, what do folks think? Is the present system OK? Would you like some more complexity in the force requirement calculations? Would you like to see the calculations more dynamic?