Post by davidlondon on Jul 17, 2021 15:24:48 GMT -6
Am I right that the speed of ASW vessel does not effect its effectiveness?
Example: a series of 1,100 ton vessels, Destroyers and Corvettes, built at he same time, hence with same technology; similar armament, except that the Corvettes can't carry torpedoes, one example without additional depth charges, others without:
35 knot, DD, NO addit'l DC, ASW value 6
35 knot, DD, additional DC, ASW value 7
30 knot, DD, additional DC, ASW value 7
25 knot, DD, additional DC, ASW value 7
20 knot, DD, additional DC, ASW value 7
15 knot, KT, additional DC, ASW value 7
10 knot, KT, additional DC, ASW value 7
05 knot, KT, additional DC, ASW value 7
01 knot, KT, additional DC, ASW value 7
00 knot, KT, not permitted
While I do not have references to hand I would bet pennies to pounds that in the real world speed matters. But the designers cannot model everything. And IDK they might already be working on something for the next release, or there is something in the black box already doing this - I don’t have the skills to find out.
My thought is some sort of effectiveness modifier against sub speed. Perhaps a figure that rises automatically over time, or against the enemy submarine tech. I'd imagine not a straight line relationship but a bell curve of some sort, perhaps with a ceiling somewhere.
So it looks like base ASW value for kit is:
500 tons - 3
600 tons - 4
900 tons - 5
1,100 tons - 6
1,400 tons - 6
Increased DC add +1
2 K guns - ?
4 K guns - ?
Plus other modifiers according to tech.
Finally, as an experiment I redeployed the one knot vessel from Northern Europe and it made it to the Mediterranean. I would have thought that it would have had trouble even getting out of port under its own steam. Drifting out on the tide perhaps?
Example: a series of 1,100 ton vessels, Destroyers and Corvettes, built at he same time, hence with same technology; similar armament, except that the Corvettes can't carry torpedoes, one example without additional depth charges, others without:
35 knot, DD, NO addit'l DC, ASW value 6
35 knot, DD, additional DC, ASW value 7
30 knot, DD, additional DC, ASW value 7
25 knot, DD, additional DC, ASW value 7
20 knot, DD, additional DC, ASW value 7
15 knot, KT, additional DC, ASW value 7
10 knot, KT, additional DC, ASW value 7
05 knot, KT, additional DC, ASW value 7
01 knot, KT, additional DC, ASW value 7
00 knot, KT, not permitted
Interesting. While we can not build zero knot vessels we can go as low as one knot: they have the same ASW value, and appear to still be effective This seems counter intuitive. It makes me chuckle to call them sub chasers since they won't be chasing anything.
While I do not have references to hand I would bet pennies to pounds that in the real world speed matters. But the designers cannot model everything. And IDK they might already be working on something for the next release, or there is something in the black box already doing this - I don’t have the skills to find out.
My thought is some sort of effectiveness modifier against sub speed. Perhaps a figure that rises automatically over time, or against the enemy submarine tech. I'd imagine not a straight line relationship but a bell curve of some sort, perhaps with a ceiling somewhere.
So it looks like base ASW value for kit is:
500 tons - 3
600 tons - 4
900 tons - 5
1,100 tons - 6
1,400 tons - 6
Increased DC add +1
2 K guns - ?
4 K guns - ?
Plus other modifiers according to tech.
Finally, as an experiment I redeployed the one knot vessel from Northern Europe and it made it to the Mediterranean. I would have thought that it would have had trouble even getting out of port under its own steam. Drifting out on the tide perhaps?