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Post by oldpop2000 on Oct 16, 2019 12:16:10 GMT -6
I would like to suggest the addition of Supply Boats to the list of submarines that could be built. Supply boats can lengthen the time the boats are at sea, and also provide supplies to raiders. Once the medium range boats are capable of being built, the supply boats would be available.
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Post by noshurviverse on Oct 16, 2019 17:49:12 GMT -6
I think that fleet auxiliaries in general would be an interesting addition. Coilers, tankers, repair ships and tenders of all kinds could all be rolled into a single type, perhaps even abstracted through a corvette tickbox that requires a certain base tonnage to be practical. I could see this ship type as providing "basing" points in areas they operate it, allowing a player to project power into territories they have little or no territories in. Perhaps they could also allow short-range ships to move so long as they move together, simulating refueling at sea, as unpleasant as that often was.
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Post by oldpop2000 on Oct 16, 2019 18:04:27 GMT -6
I think that fleet auxiliaries in general would be an interesting addition. Coilers, tankers, repair ships and tenders of all kinds could all be rolled into a single type, perhaps even abstracted through a corvette tickbox that requires a certain base tonnage to be practical. I could see this ship type as providing "basing" points in areas they operate it, allowing a player to project power into territories they have little or no territories in. Perhaps they could also allow short-range ships to move so long as they move together, simulating refueling at sea, as unpleasant as that often was. I don't know if the team would want to complicate the game that much, but I would support the ability to use such auxiliaries, if the option was available at the start of the game. Same goes for supply submarines. It does complicate the game choices at the beginning but that would be nice. We still need to keep it simple and fun.
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Post by sittingduck on Oct 16, 2019 19:07:57 GMT -6
Perhaps a "Supply Train" could be designed as a check box that costs a certain amount for each month in service but that would increase the opportunity for invasions to trigger?
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Post by oldpop2000 on Oct 17, 2019 8:40:55 GMT -6
Perhaps a "Supply Train" could be designed as a check box that costs a certain amount for each month in service but that would increase the opportunity for invasions to trigger? Another suggestion that the team could consider. We want a little more control over submarines and supplies but not more complication... which is very hard to do.
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Post by dorn on Oct 17, 2019 9:08:30 GMT -6
Perhaps a "Supply Train" could be designed as a check box that costs a certain amount for each month in service but that would increase the opportunity for invasions to trigger? Another suggestion that the team could consider. We want a little more control over submarines and supplies but not more complication... which is very hard to do. Or make it as choice of doctrine (supply submarines, supply merchants) It could increase costs but have following effect: - lower chance of any ship run out of fuel and be scuttled or need to visit neutral port - increase effectivity of submarines, especially if both nations in war have not home area in sama area
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Post by oldpop2000 on Oct 17, 2019 10:08:40 GMT -6
Another suggestion that the team could consider. We want a little more control over submarines and supplies but not more complication... which is very hard to do. Or make it as choice of doctrine (supply submarines, supply merchants) It could increase costs but have following effect: - lower chance of any ship run out of fuel and be scuttled or need to visit neutral port - increase effectivity of submarines, especially if both nations in war have not home area in sama area Yup, another good idea. The whole game plan is to provide more control over logistics without increasing complexity.
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Post by brygun on Oct 20, 2019 7:48:32 GMT -6
While I like the idea of supply subs Im not really sure on how to implement.
they could be a technology research item added into the sub list which gives +# to even existing subs. Normal techs add to the effectiveness of subs built going forward with no change to the existing subs as the equipment isnt considered to be added (often with good reason)
As for building the subs and moving them around Im not so sure it would work in this game. One of the uses of subs is to deal with blockades and the blockade mechanism would stop the supply sub being moved.
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Post by wlbjork on Oct 20, 2019 10:42:35 GMT -6
Is this covered with the base size upgrade though?
I do agree supply subs would be a nice addition. Higher maintenance but benefit from a better chance to evade a blockade?
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Post by brygun on Oct 20, 2019 12:27:00 GMT -6
Is this covered with the base size upgrade though? I do agree supply subs would be a nice addition. Higher maintenance but benefit from a better chance to evade a blockade? AFAIK base size is used to see if the surface ships, not subs, have enough logistic support. Without it they start to get the * marker for the ship equivalent of fatigued. (I forget the exact game affects) Perhaps their could be added a submarine doctrine or submarine tactics research category. Its not about the equipment in the sub but how they are supported. It could act as a "saving" throw vs sub losses or otherwise improve their chances. Some ideas might be: No particular order Covert merchant supply - as in Das Boat where merchants hidden around the world supply the subs Milk Cows - the supply subs issuing at sea Coastal spies - spies on enemy coasts watching for traffic to report on Wolf packs - co-ordinated submarine attacks (but this had counters too) Shifting theatres - Subs swarm a low skill area for kills then shift to avoid skilled defenders coming Aerial recon assist - long range planes reporting on targets
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Post by aeson on Oct 20, 2019 14:16:34 GMT -6
Is this covered with the base size upgrade though? I do agree supply subs would be a nice addition. Higher maintenance but benefit from a better chance to evade a blockade? AFAIK base size is used to see if the surface ships, not subs, have enough logistic support. Don't know if it can happen in Rule the Waves 2 or not, but I once had a "too many submarines for home area base capacity" message in Rule the Waves 1.
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Post by dorn on Oct 20, 2019 14:24:34 GMT -6
AFAIK base size is used to see if the surface ships, not subs, have enough logistic support. Don't know if it can happen in Rule the Waves 2 or not, but I once had a "too many submarines for home area base capacity" message in Rule the Waves 1. How many submarines had you got?
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Post by oldpop2000 on Oct 20, 2019 14:25:58 GMT -6
AFAIK base size is used to see if the surface ships, not subs, have enough logistic support. Don't know if it can happen in Rule the Waves 2 or not, but I once had a "too many submarines for home area base capacity" message in Rule the Waves 1. That's what submarine tenders are for, they can be parked in almost any harbor. The US designation was AS for submarine auxiliary. They were quite effective. Why not add that as a suggestion and see if it flies.
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Post by aeson on Oct 20, 2019 20:09:34 GMT -6
How many submarines had you got? I don't know; it was a while ago and I don't think I have the save file anymore. I had been playing Austria-Hungary and had primarily built the navy as a submarine force when it happened, if I recall correctly.
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