Post by christian on Jun 16, 2019 7:06:54 GMT -6
this is my idea on how invasion mechanics could be improved
first the research tree
there are 16 research levels in invasion capability
1 : unlocks small LC
2 : unlocks ability for LC to carry light guns up to 2 inches in size
3 : enclosed holds unlocked
4 : improved barges increases invasion value per unit capacity
5 : unlocks light armored vehicles
6 : unlocks long range for LC
7 : unlocks large LC
8 : improved stability
9 : ability to mount limited amount of up to 3 inch guns on large LC and aa guns
10 : medium armored vehicles (upgrade over light vehicles improves invasion value with tanks on more than light tanks would)
11 : allows for extreme range for lc
11 : unloading ramps for lc
12 : allows for up to 6 3-5 inch guns on large lc and light and medium aa guns on light lc
13 : allows for anti air firecontrol to be installed on both light and heavy lc
14 : improved barges increases invasion value per capacity even more
15 : increases maximum unit capacity for large lc
16 : allows large lc of 6000-8000 tons
ships of 2000 tons or more have almost no chance of capsizing in bad weather with closed holds or improved stability so these 2 features are mostly for small lc
although improved stability and closed hulls do offer survivability against light bomb misses strafing from planes and flooding
improved stability increases the flooding required to sink a lc
closed holds decreases damage the ship takes from near misses from light bombs
research area would be unlocked around 1910 to 1915
(not the prettiest drawing i know)
once a war has been started lc ships can be moved from sea zones as long as you have a port in a sea zone and invasion ships are in that sea zone each port in said sea zone will get an invasion circle of the landing craft with the least range (same range for all ships in a seazone is very much desired as low range ships will limit long range craft range significantly)
once an invasion on an area has been selected the invasion planning will take x months (1-5 months) depending on the base size of the area you are invading (regardless of enemy fleet)
once the invasion has set out on its trip (after 1-5 months of planning) it will take around 1-2 months to arrive if you have no fleet present in said area you are invading (sea zone) the invasion will proceed unsupported and the invasion ships will have to defend themselves (an invasion battle will be started which you are forced to accept if not enough invasion value reaches the shore (too many ships are sunk) you loose the invasion battle and the possesion repelled the invasion
this means if you have 5 large landing craft with a combined value of 125 invasion value but all but 1 are sunk in the approach to the beach during the invasion battle but you need to reach the beach/landing location with atleast 50 invasion value you have lost the battle but if 2 ships survived you have succesfully invaded and a battle will commence over the area (likely with ground support missions to increase chance of defeating enemy forces completely as is currently in game)
X amount of invasion value is required to invade areas so if your landing craft fleet only has lets say 45 invasion value in that sea zone and and you want to invade an enemy possesion from said sea zone with 45 invasion value but 70 invasion value is required to take the area you are planning on invading the invasion CANNOT PROCEED
larger areas require more invasion value
AMCS can be converted to landing craft once a war is over
this was mostly thought up to completely elliminate rng from the invasion factor and force size and invasion fleet size is alot more of a factor
(nm range would be a combination of the range setting and fleet tonnage maximum range can only be reached with cruise speed this means on approach to a beach you can run out of fuel if its just on the limit of your range and you are going significantly faster with the fleet than cruise speed)
first the research tree
there are 16 research levels in invasion capability
1 : unlocks small LC
2 : unlocks ability for LC to carry light guns up to 2 inches in size
3 : enclosed holds unlocked
4 : improved barges increases invasion value per unit capacity
5 : unlocks light armored vehicles
6 : unlocks long range for LC
7 : unlocks large LC
8 : improved stability
9 : ability to mount limited amount of up to 3 inch guns on large LC and aa guns
10 : medium armored vehicles (upgrade over light vehicles improves invasion value with tanks on more than light tanks would)
11 : allows for extreme range for lc
11 : unloading ramps for lc
12 : allows for up to 6 3-5 inch guns on large lc and light and medium aa guns on light lc
13 : allows for anti air firecontrol to be installed on both light and heavy lc
14 : improved barges increases invasion value per capacity even more
15 : increases maximum unit capacity for large lc
16 : allows large lc of 6000-8000 tons
ships of 2000 tons or more have almost no chance of capsizing in bad weather with closed holds or improved stability so these 2 features are mostly for small lc
although improved stability and closed hulls do offer survivability against light bomb misses strafing from planes and flooding
improved stability increases the flooding required to sink a lc
closed holds decreases damage the ship takes from near misses from light bombs
research area would be unlocked around 1910 to 1915
(not the prettiest drawing i know)
once a war has been started lc ships can be moved from sea zones as long as you have a port in a sea zone and invasion ships are in that sea zone each port in said sea zone will get an invasion circle of the landing craft with the least range (same range for all ships in a seazone is very much desired as low range ships will limit long range craft range significantly)
once an invasion on an area has been selected the invasion planning will take x months (1-5 months) depending on the base size of the area you are invading (regardless of enemy fleet)
once the invasion has set out on its trip (after 1-5 months of planning) it will take around 1-2 months to arrive if you have no fleet present in said area you are invading (sea zone) the invasion will proceed unsupported and the invasion ships will have to defend themselves (an invasion battle will be started which you are forced to accept if not enough invasion value reaches the shore (too many ships are sunk) you loose the invasion battle and the possesion repelled the invasion
this means if you have 5 large landing craft with a combined value of 125 invasion value but all but 1 are sunk in the approach to the beach during the invasion battle but you need to reach the beach/landing location with atleast 50 invasion value you have lost the battle but if 2 ships survived you have succesfully invaded and a battle will commence over the area (likely with ground support missions to increase chance of defeating enemy forces completely as is currently in game)
X amount of invasion value is required to invade areas so if your landing craft fleet only has lets say 45 invasion value in that sea zone and and you want to invade an enemy possesion from said sea zone with 45 invasion value but 70 invasion value is required to take the area you are planning on invading the invasion CANNOT PROCEED
larger areas require more invasion value
AMCS can be converted to landing craft once a war is over
this was mostly thought up to completely elliminate rng from the invasion factor and force size and invasion fleet size is alot more of a factor
(nm range would be a combination of the range setting and fleet tonnage maximum range can only be reached with cruise speed this means on approach to a beach you can run out of fuel if its just on the limit of your range and you are going significantly faster with the fleet than cruise speed)