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Post by retsof on Jul 5, 2020 23:57:31 GMT -6
I've been playing in Admiral mode because I generally don't like to micro manage all my divisions. the one thing that may force me to go back to Rear Admiral, is my entire stock of torpedoes being fired into a single sinking CL. So could we get hold fire commands in Admiral?
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Post by wlbjork on Jul 6, 2020 3:28:20 GMT -6
I've recently considered if this could become a part of the expanded doctrines system.
To expand: To allow ships to conserve ammunition, you can select which weapons will target particular enemies. For example, you may decide that you don't want torpedoes to be used on KEs and TRs, so this could be set in doctrines. Or perhaps you disallow the use of guns with a calibre >7" to engage DDs
Likewise, torpedo use could also be set for how many are fired at particular targets. A volley of 5 torpedoes at a BC or BB is probably necessary, whilst DDs and CLs rarely warrant the use of more than a single torpedo at a time.
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Post by rimbecano on Jul 7, 2020 13:22:59 GMT -6
Likewise, torpedo use could also be set for how many are fired at particular targets. A volley of 5 torpedoes at a BC or BB is probably necessary, whilst DDs and CLs rarely warrant the use of more than a single torpedo at a time. I'm going to disagree here: given the relative speeds between torpedoes and ships, and the attendant low probability of a hit, any target that justifies the use of torpedoes at all justifies the use of a spread of four or five. No more than one is likely to hit, but the more of the enemy's maneuver options you cover, and the more you cover for the possibility of having misjudged the enemy's course or speed, the more likely you are to actually hit. Now, in many cases it may not be worthwhile to torpedo a CL or DD at all, but any time it is, it's worthwhile to expend multiple fish.
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Post by wlbjork on Jul 7, 2020 22:48:59 GMT -6
Likewise, torpedo use could also be set for how many are fired at particular targets. A volley of 5 torpedoes at a BC or BB is probably necessary, whilst DDs and CLs rarely warrant the use of more than a single torpedo at a time. I'm going to disagree here: given the relative speeds between torpedoes and ships, and the attendant low probability of a hit, any target that justifies the use of torpedoes at all justifies the use of a spread of four or five. No more than one is likely to hit, but the more of the enemy's maneuver options you cover, and the more you cover for the possibility of having misjudged the enemy's course or speed, the more likely you are to actually hit. Now, in many cases it may not be worthwhile to torpedo a CL or DD at all, but any time it is, it's worthwhile to expend multiple fish. I think we're approaching from different directions. I'm more concerned about conserving torpedoes because your DD flotilla happily splurged all torps on that scouting DD division and now have nothing left to deal with the following CAs .
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Post by gornik on Jul 20, 2020 14:22:45 GMT -6
The best (IMO) way to control ammo/torpedoes without too much micro - may be "target selection" option from air strikes. Every force should have window with Heavy/Medium/Light/Secondary_light/med and Torpedo set. For example: Heavy - BB; Medium: BB; Light: any, Secondary: DD; Torpedo: Off (set for early fleet day battle, saving torps to night). This should not be guarantee (captains may still decide to use torps, or certain guns at any target if at close distance, especially when their stance is "independent", but ROF at wrong target should be lower). And there may be reasonable cooldown for issuing new instructions, lowering with radio techs. Alternatively, there may be two turn-0 sets for "good visibility" and "low visibility" situations, modelling pre-battle instructions.
For spending all torps and shells to sinking target, I suggest this:
Ship after certain damage and some time under fire should strike her colors, be evacuated or just stop firing for whatever reason (to falsely trigger event, ship should have speed 0, "heavy damage" status and no guns firing for 10-30 minutes, while under fire). After that, her visible damage should be changed to "hopelessly damaged" and the question should appear: "Enemy ship XX is badly damaged and is certainly dead. Will you order CL YY/DD ZZ to finish her and rescue survivors?" If YES, than chosen CL/DD leave formation, spend torpedo-two-all from point blanc (depending of crew level, torpedo tech, hidden flaws...), than rescue crew as if ship is yet sunk. If NO, than everybody ignore ship XX before activating engines/first shot from her. Of course, ship with disabled machinery and guns has small chance to survive in this situation, at least temporary (as happen IRL sometimes).
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