|
Post by brygun on Sept 26, 2021 13:39:58 GMT -6
For some of the real world armed merchants they carried over a 100 mines where as we have limits like a 3,000 ton AMC can only carry 60 mines. They carried these below decks.
The number of mines per ton is also a bit blurred by 1 ton per mine.
The current allowment seems reasonable for warships like DD and CL which keep alot of other equipment in their hulls.
There could perhaps be a tickbox for interior mine storage that adds the ability to store more mines inside but creating a larger magazine hit box.
Im not sure if this would unbalancing the minelaying/minesweeping functions of the AI.
It would also be nice if we had a better idea of how the ML/MS scores actually play out.
|
|
|
Post by brygun on Sept 26, 2021 14:14:58 GMT -6
As an idea in the designer make the following changes
= Where it says Mines change to Ready Gear = Add a box for Reserve Gear (default zero) = Have a box showing the # Minescore = Minescore being 1 per Ready Gear tonnage and 1/2 or 1/3 for reserve gear
This roughly representing how many mines can be quickly deployed in a dash attack vs large stores being kept below deck. This assumes that reserve mines would be dropped in a later pass or on a later day possibly in a different area. Only the Ready Gear affects deck space calculation. The reserve gear doesnt.
This also hides the # of mines per ton of mine gear which has always seemed odd
>>>>
Option: Instead of picking the tons of Reserve Mine Gear it can be something like "Mine Reloads" which provides a multiplier on the mine score at decreasing rates like 1.6, 2.1, 2.5, 2.8, 3 (steps of +.6, +.5, +.4 etc). The weight though is x1 per step 2, 3, 4, 5 etc. Giving a decreasing return per tons of mine gear in reserve as large mine fields once known aren't as much of a surprise and new mine fields take moving about more.
|
|