Post by Adseria on Jul 9, 2020 7:42:33 GMT -6
Not sure how easy to implement this would be, or what people will think of it, but I'll put it out there.
This would be an option, either based on the difficulty setting, a separate option, or a new-game setting, which applies an order delay to all in-game actions. It would be scalable based on both player preference (allowing you to choose between a few levels of delay) and situation (for instance, larger fleets would incur a longer delay). Obviously, these are my suggestions, and could change after discussion. Also, the "player preference" I mentioned may or may not be integrated into the difficulty selection, if the devs (and community) chose that route.
The main reason I make this suggestion is (obviously) that it would bring an extra level of realism, introducing new requirements for tactical thinking and decision-making (obviously, not skills everyone has, hence why I suggest making it an option that you can turn off, separate from difficulty) that are currently missing from the game. In particular, it would cause real-world tactics, which are currently pretty much useless in the game at the moment, to become viable. The obvious one would be crossing the T; at the moment, you can just give the order to turn away, and your ships do so immediately, when, in reality, there would be a delay, anywhere from a few minutes for a small squadron, up to times in excess of half an hour for large, inexperienced fleets. That gives the opposing fleet plenty of time to do critical damage, and so scouting to avoid that kind of situation becomes much more important; at the moment, cruisers in a fleet battle are pretty much useless, little better than destroyers.
This would be an option, either based on the difficulty setting, a separate option, or a new-game setting, which applies an order delay to all in-game actions. It would be scalable based on both player preference (allowing you to choose between a few levels of delay) and situation (for instance, larger fleets would incur a longer delay). Obviously, these are my suggestions, and could change after discussion. Also, the "player preference" I mentioned may or may not be integrated into the difficulty selection, if the devs (and community) chose that route.
The main reason I make this suggestion is (obviously) that it would bring an extra level of realism, introducing new requirements for tactical thinking and decision-making (obviously, not skills everyone has, hence why I suggest making it an option that you can turn off, separate from difficulty) that are currently missing from the game. In particular, it would cause real-world tactics, which are currently pretty much useless in the game at the moment, to become viable. The obvious one would be crossing the T; at the moment, you can just give the order to turn away, and your ships do so immediately, when, in reality, there would be a delay, anywhere from a few minutes for a small squadron, up to times in excess of half an hour for large, inexperienced fleets. That gives the opposing fleet plenty of time to do critical damage, and so scouting to avoid that kind of situation becomes much more important; at the moment, cruisers in a fleet battle are pretty much useless, little better than destroyers.