Doctrine options for ship classes
Jun 27, 2019 21:30:00 GMT -6
mycophobia, flemingc, and 2 more like this
Post by alsadius on Jun 27, 2019 21:30:00 GMT -6
This is a long-term goal, but I'd like to add a tab to the Doctrine window, giving options for how different classes will act in different situations. I'm thinking specifically Peace, War, and Battle for each class. When you start or end a war, the ships will activate/mothball/etc. based on what settings you've chosen for them.
War options: R/TP/FS/AF/RF/MB (though I'd wager the last two won't get used much).
Peace options: FS/AF/RF/MB. I'd also consider Scrap here, but there should be a confirmation window for that.
These have the advantage of saving clicks, and of making sure that your old raider/TP vessels won't get hit in the first battle of the war. Maybe also have a setting for what air wing you want carriers to use, in peace/war.
The meat of this, though, is what ships should do in battles. We've heard a lot of bitching about the wrong ships being in the wrong places, and asking for more control over our OOB. I think this could be a good way to do it. In a perfect world, this would also tie into the AI and the in-battle tactical options, so that the roles would actually reflect what ships do in battle, for both the AI and Admiral mode.
This is a bit more tentative than the others, but here's the roles I have in mind:
- Raider/TP/FS/Reserve/Mothball: Any ships set to those roles in wartime will get a greyed-out battle box, since they shouldn't show up in a typical battle in the first place. (Small exception: TP ships should appear in convoy defences)
- Core: Your main force (presumably B/BB). Engage the enemy with guns, accept support from units in other roles, and try to stay in their immune zones when practical. Divisions set up primarily by overall capability. If no Core-role units are in a battle, the division with the heaviest unit becomes Core.
- Cavalry: Fast units that engage the enemy more aggressively than Core. (BCs and torpedo-heavy DDs are typical choices here) Divisions set up primarily by speed.
- Scout: Similar to Cavalry, but will also act as scouts until contact is made, instead of staying close to the core ships. Unlocked by "Scouting Force" tech. Divisions set up primarily by class. (By default, ships set to Scout will launch search planes at the start of a battle, both carrier and floatplanes, while other ships won't.)
- Screen: These will support heavier units, attacking enemy units that get too close. Destroyers require "Destroyer Screen" tech for this role. Divisions set up primarily by class and then speed.
- Support: Close support of the core ships, but trying to stay out of gun range as best they can. (This is not the same as Support tactics in game now, but I don't have a better name). AVs and early CVs go here. Divisions set up by class.
- Carrier: Distant support of core ships, trying to stay far away from combat, if a core exists. Otherwise, they're the de facto core. Unlocked by "Carrier Force" tech. (Note that because this is an option, not a mandate, players can avoid it if they want to). Non-carriers can be assigned to this role, and if so they'll act as cavalry/scouting/screen forces depending on class. BB require "Circular AA Screen" tech for this role. Divisions set up by class.
- While you're changing the system, probably add a few battle-only ones like Retreat and Recover Survivors.
My system isn't fully thought through, and might need some work. But I think it's the bones of a system that could solve a lot of disparate problems, like player dissatisfaction with the fleet tactics techs and OOB, frustration with units not seeming to follow orders in battles, and many more. I suspect it'd make the AI smarter too, for both the player and the opponent.
I made a quick and dirty mock-up in Excel:
War options: R/TP/FS/AF/RF/MB (though I'd wager the last two won't get used much).
Peace options: FS/AF/RF/MB. I'd also consider Scrap here, but there should be a confirmation window for that.
These have the advantage of saving clicks, and of making sure that your old raider/TP vessels won't get hit in the first battle of the war. Maybe also have a setting for what air wing you want carriers to use, in peace/war.
The meat of this, though, is what ships should do in battles. We've heard a lot of bitching about the wrong ships being in the wrong places, and asking for more control over our OOB. I think this could be a good way to do it. In a perfect world, this would also tie into the AI and the in-battle tactical options, so that the roles would actually reflect what ships do in battle, for both the AI and Admiral mode.
This is a bit more tentative than the others, but here's the roles I have in mind:
- Raider/TP/FS/Reserve/Mothball: Any ships set to those roles in wartime will get a greyed-out battle box, since they shouldn't show up in a typical battle in the first place. (Small exception: TP ships should appear in convoy defences)
- Core: Your main force (presumably B/BB). Engage the enemy with guns, accept support from units in other roles, and try to stay in their immune zones when practical. Divisions set up primarily by overall capability. If no Core-role units are in a battle, the division with the heaviest unit becomes Core.
- Cavalry: Fast units that engage the enemy more aggressively than Core. (BCs and torpedo-heavy DDs are typical choices here) Divisions set up primarily by speed.
- Scout: Similar to Cavalry, but will also act as scouts until contact is made, instead of staying close to the core ships. Unlocked by "Scouting Force" tech. Divisions set up primarily by class. (By default, ships set to Scout will launch search planes at the start of a battle, both carrier and floatplanes, while other ships won't.)
- Screen: These will support heavier units, attacking enemy units that get too close. Destroyers require "Destroyer Screen" tech for this role. Divisions set up primarily by class and then speed.
- Support: Close support of the core ships, but trying to stay out of gun range as best they can. (This is not the same as Support tactics in game now, but I don't have a better name). AVs and early CVs go here. Divisions set up by class.
- Carrier: Distant support of core ships, trying to stay far away from combat, if a core exists. Otherwise, they're the de facto core. Unlocked by "Carrier Force" tech. (Note that because this is an option, not a mandate, players can avoid it if they want to). Non-carriers can be assigned to this role, and if so they'll act as cavalry/scouting/screen forces depending on class. BB require "Circular AA Screen" tech for this role. Divisions set up by class.
- While you're changing the system, probably add a few battle-only ones like Retreat and Recover Survivors.
My system isn't fully thought through, and might need some work. But I think it's the bones of a system that could solve a lot of disparate problems, like player dissatisfaction with the fleet tactics techs and OOB, frustration with units not seeming to follow orders in battles, and many more. I suspect it'd make the AI smarter too, for both the player and the opponent.
I made a quick and dirty mock-up in Excel: