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Post by oldpop2000 on Sept 30, 2023 7:57:43 GMT -6
I enjoy your historical comments, they are always very interesting. But in my post I was referring to RTW only. Yes, historically there were many reasons to make carriers as fast as possible. But in the game I still think there's not a compelling reason to spend huge amounts of money to make them reach 35 knots instead of 27 or 28. For sure not battle as the Solomon campaign is possible, no with carriers rushing around to attack different targets. The last point I was trying to make is that, to better mimic history, the developers should try to find ways in the game to entice us to build the faster possible carriers. I know, I was trying to show that real history can relate to the game Real historical procedures and doctrine can relate and aid in your conduct in the game. I always balance my ship designs with speed, protection and firepower. For a carrier, speed is crucial whether it is in the game or real time. Just my opinion.
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Post by ewaldvonkleist on Oct 1, 2023 12:46:36 GMT -6
I enjoy your historical comments, they are always very interesting. But in my post I was referring to RTW only. Yes, historically there were many reasons to make carriers as fast as possible. But in the game I still think there's not a compelling reason to spend huge amounts of money to make them reach 35 knots instead of 27 or 28. For sure not battle as the Solomon campaign is possible, no with carriers rushing around to attack different targets. The last point I was trying to make is that, to better mimic history, the developers should try to find ways in the game to entice us to build the faster possible carriers. The naval combat of RtW3 only convers the tactical-operational aspect while the operational-strategical aspect is abstracted or non-existent. Therefore, some incentives to build fast or long range ships are missing. Strategic mobility doesn't really matter in RtW3 if you have at lest medium range. Scouting is not very important since you usually easily find your opponent on the map since the battles are pre-arranged this way. Personally I usually play completely without CLs/CAs during the big gun era since you can't use them effectively unless you are willing to micromanage them. Making the chance of eligible ships joining a battle dependent on range and speed could be an incentive to prioritise speed. DDs already have this mechanic implemented with regards to range.
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Post by konstantinosmegas on Oct 1, 2023 16:41:44 GMT -6
Long-range is important for battle generation though.
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Post by oldpop2000 on Oct 1, 2023 17:27:03 GMT -6
Long-range is important for battle generation though. I believe that geography plays a part in range. Does Italy need long range ships? Measure the Med. ?
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Post by wlbjork on Oct 1, 2023 21:33:54 GMT -6
Long-range is important for battle generation though. I believe that geography plays a part in range. Does Italy need long range ships? Measure the Med. ? I wouldn't be surprised to find there is a very small bonus for Long and Extreme ranges on ships, to represent them returning from a patrol and still having fuel left to fight. But that bonus is going to be pretty small - maybe 5% per range increment or so.
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Post by TheOtherPoster on Oct 2, 2023 5:23:09 GMT -6
Long-range is important for battle generation though. I'm sure it is but it seems to affect mostly destroyers? I may be wrong but I got the idea that in the past I saw a battle generated where some medium range DDs couldn't join because of range but short range battleships did.
I think it's a pity the strategic-operational level as ewaldvonkleist mentioned is so undeveloped. A 15 knot ship will get to the other end of the world as fast as a 35 knot ship, and in peace time even if that ship is short range, she will get as fast as a 35knot extreme range ship (which is supposed to have far higher cruising speed and to stop far less often for coaling/refueling). I've also suggested in the past we could use ER and LR ships for longer range attacks/invasions, but nothing has come out of that either. So yes, we can recreate many historic ships, but some times not all their characteristics make much sense in RTW. It is not very compelling to spend money on giving them so much speed and range, when if we build them instead with medium range and a couple of knots slower, it seems not a big issue in the game.
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Post by oldpop2000 on Oct 2, 2023 18:10:58 GMT -6
Just thought I would pass along this comment about carriers. They are "eggshells with a hammer" Historical evidence seems to prove this.
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