Post by toastaroony on May 27, 2020 10:35:43 GMT -6
I've had an idea about linking invasion capability with the quality of ships you can use for invasions/reinforcements.
so instead of transports, you get things like the Nisshin class, faster, armed, and more competent
but you can research them
and, potentially build them
balancing between size/speed/armament/carrying capacity, which affects the amount of troops/tanks/guns it can carry, thus influencing the land battle based on how much you can get there to help
I think this would be a more accurate and fun way to have invasion battles. It would also be nice if you could have destroyers/ships for resupply. You wouldn't be able to reinforce with additional men, but you would be able to provide more food and supplies. Also, during the Norwegian campaigns, both sides used heavy cruisers and destroyers to embark invasion troops, in conjunction with more dedicated landing ships.
This would also coincide with a rework of the invasion system. It would, instead of an abstraction, model more numbers. Before I begin, I do not intend for this to be a full blown ground simulator. That's not what this game is for. However, the amount of simplification I think really doesn't do justice to the campaigns of the south Pacific and elsewhere.
The strength of forces would be measured by the amount of stuff one side lands. Fortifications would hamper the other side, as happened with the fort at Maxim Gorky at Sevastopol. Each side would have a number of provisions/supplies, that represents how much food/medical supplies/mechanical spares/ammunition that each side has. Each side would need to drop supplies to keep their forces supplied, or else they run the risk of suffering more casualties or their side surrendering. The forces would comprise of Soldiers, Tanks, and Guns, and would represent each of their respective categories. The more you have, the more chance you have of winning, and/or the more casualties the enemy suffers.
In doing so, this allows a bit more interactivity than simply guiding 5000 ton unarmed very slow transports to their goal.
I also think that this amount of ground force abstraction would not be too far out of sorts for this type of game, historically, the ground forces and navy had to work together for these types of battles for things to work.
so instead of transports, you get things like the Nisshin class, faster, armed, and more competent
but you can research them
and, potentially build them
balancing between size/speed/armament/carrying capacity, which affects the amount of troops/tanks/guns it can carry, thus influencing the land battle based on how much you can get there to help
I think this would be a more accurate and fun way to have invasion battles. It would also be nice if you could have destroyers/ships for resupply. You wouldn't be able to reinforce with additional men, but you would be able to provide more food and supplies. Also, during the Norwegian campaigns, both sides used heavy cruisers and destroyers to embark invasion troops, in conjunction with more dedicated landing ships.
This would also coincide with a rework of the invasion system. It would, instead of an abstraction, model more numbers. Before I begin, I do not intend for this to be a full blown ground simulator. That's not what this game is for. However, the amount of simplification I think really doesn't do justice to the campaigns of the south Pacific and elsewhere.
The strength of forces would be measured by the amount of stuff one side lands. Fortifications would hamper the other side, as happened with the fort at Maxim Gorky at Sevastopol. Each side would have a number of provisions/supplies, that represents how much food/medical supplies/mechanical spares/ammunition that each side has. Each side would need to drop supplies to keep their forces supplied, or else they run the risk of suffering more casualties or their side surrendering. The forces would comprise of Soldiers, Tanks, and Guns, and would represent each of their respective categories. The more you have, the more chance you have of winning, and/or the more casualties the enemy suffers.
In doing so, this allows a bit more interactivity than simply guiding 5000 ton unarmed very slow transports to their goal.
I also think that this amount of ground force abstraction would not be too far out of sorts for this type of game, historically, the ground forces and navy had to work together for these types of battles for things to work.