Post by brygun on Jun 20, 2021 12:27:57 GMT -6
Again yet another "detach" fails to send them back to base.
We really need a squadron order for "go home and don't you damn well come back" or a set of "go west" "go north"
This time it was a 1,100 time unit battle.
Around time unit 200 one of 2 of 80 plane CVs took multiple torp hits from a submarine. Okay thats fair. It had 80% flood damage and auto detached.
The actual live fighting goes on for another 100-200 time units by which time night comes.
I sail the main fleet west and it gets away having gotten the "Sink 2" done with the other CV and a light amount of gun action.
The night of ~500 time units passes.
I notice on the zoomed out map that the torp-hit CV is still in the combat area.
It is now getting air strikes from land bases on it. Its sailing toward a hostile enemy base as a friendly base to the south of that, which apparently is the retreat to base this time.
I give the torp-hit CV squadron orders like "Core" for the other CV and try the battleforce both of which are to the west.
Nope.
It keeps going south.
Its heading to where I lost saw enemy DD the night before. So I send planes from the safe CV to try to clear that area.
Time clocks into 1200+ (already 100 over) and wont exit due to the cycles of (land based?) air strikes in the air
On the way to get closer the safe CV starts taking bomb hits and gets a fire.
At which I point I cntrl-alt-del this cluster nuster fuster
This sort of "Detach" doesnt work right has been around since the game was released. It needs to be fixed. Suggestions have been offered like:
= Squadron order "avoid combat"
= Squadron order "Go home and dont come back"
= Squadron order "go west/north/east/south (and maybe NE, SE etc)" as much as you can
The direction one is harder to code but lets the player deal with the wacky things like how this battle had an enemy base, with air forces, between the battle zone and the nearest friendly "escape to" base.
We really need a squadron order for "go home and don't you damn well come back" or a set of "go west" "go north"
This time it was a 1,100 time unit battle.
Around time unit 200 one of 2 of 80 plane CVs took multiple torp hits from a submarine. Okay thats fair. It had 80% flood damage and auto detached.
The actual live fighting goes on for another 100-200 time units by which time night comes.
I sail the main fleet west and it gets away having gotten the "Sink 2" done with the other CV and a light amount of gun action.
The night of ~500 time units passes.
I notice on the zoomed out map that the torp-hit CV is still in the combat area.
It is now getting air strikes from land bases on it. Its sailing toward a hostile enemy base as a friendly base to the south of that, which apparently is the retreat to base this time.
I give the torp-hit CV squadron orders like "Core" for the other CV and try the battleforce both of which are to the west.
Nope.
It keeps going south.
Its heading to where I lost saw enemy DD the night before. So I send planes from the safe CV to try to clear that area.
Time clocks into 1200+ (already 100 over) and wont exit due to the cycles of (land based?) air strikes in the air
On the way to get closer the safe CV starts taking bomb hits and gets a fire.
At which I point I cntrl-alt-del this cluster nuster fuster
This sort of "Detach" doesnt work right has been around since the game was released. It needs to be fixed. Suggestions have been offered like:
= Squadron order "avoid combat"
= Squadron order "Go home and dont come back"
= Squadron order "go west/north/east/south (and maybe NE, SE etc)" as much as you can
The direction one is harder to code but lets the player deal with the wacky things like how this battle had an enemy base, with air forces, between the battle zone and the nearest friendly "escape to" base.