Post by tonewyork on Aug 6, 2019 18:05:28 GMT -6
After playing a handful of campaigns I have come up with several suggestions
First is to have some sort of bomb penetration data available to the players, even if its as simple as a single drop height/speed per bomb weight, as its hard to make educated choices with regards to dive bomber design priorities.
Second is to add a "two leg" strike pattern, i.e. fly to point X then fly to point Y bombing any targets of opportunity along the way, then return to the CV, with smaller (KE, DD, CL) ship types having a reduced chance to be attacked to account for most squadron leaders looking for CVs or BB's.
Third would be to either introduce a ship type or role for AA ships, with the type/role having a reduced chance to be involved in single ship combat/surface combat, and have a high chance to be assigned to the CV screen. CLAA would be everyone first choice but a role might be better suited as I would like to be able to build DDs with heavy AA armaments and fewer torpedoes and not have them assigned to front line ship screens
Fourth would be to either change the parameters for KE's or add a DE class, as late war USA preferred torpedo armed DE's to armed trawlers and minesweepers like the UK
Do we know if missiles are coming, or were they shelved to make the games scope more manageable for Fredrik to have a life outside of programming:)
All that being said the game still has what made RTW 1 great, the highly realistic fog of war, where you couldn't usually tell who was winning a battle til the end, where you where always updating ship design based on lessons learned, until you found that those lessons were incomplete and your ships were flawed.
First is to have some sort of bomb penetration data available to the players, even if its as simple as a single drop height/speed per bomb weight, as its hard to make educated choices with regards to dive bomber design priorities.
Second is to add a "two leg" strike pattern, i.e. fly to point X then fly to point Y bombing any targets of opportunity along the way, then return to the CV, with smaller (KE, DD, CL) ship types having a reduced chance to be attacked to account for most squadron leaders looking for CVs or BB's.
Third would be to either introduce a ship type or role for AA ships, with the type/role having a reduced chance to be involved in single ship combat/surface combat, and have a high chance to be assigned to the CV screen. CLAA would be everyone first choice but a role might be better suited as I would like to be able to build DDs with heavy AA armaments and fewer torpedoes and not have them assigned to front line ship screens
Fourth would be to either change the parameters for KE's or add a DE class, as late war USA preferred torpedo armed DE's to armed trawlers and minesweepers like the UK
Do we know if missiles are coming, or were they shelved to make the games scope more manageable for Fredrik to have a life outside of programming:)
All that being said the game still has what made RTW 1 great, the highly realistic fog of war, where you couldn't usually tell who was winning a battle til the end, where you where always updating ship design based on lessons learned, until you found that those lessons were incomplete and your ships were flawed.