Van Diemen said:Ok, can someone enlighten me about the HoI1 system, because I have never played HoI1.
But if there are areas of differing depth in the sea "provinces", then, when picking an area on which to hold an engagement, the depth could still play a part in how likely a submarine is to manage to slip away from the enemy. IIRC, as it is now, they are hard to detect, but when detected they just seem to slug it out on the surface like any other warship. With differing depths, you could have the depth as a modifier on the submarine's chance of achieving the positioning value that favours it.Gigalocus said:Your just proving my point, by adding in a new layer to the sea, means 'submarines' click 'submerge' and fleets can't follow/attack them without ASW. Thats not the case, not the case atall.
'Submarine' submerging is abstracted in other ships low detection of them. U-boats can sail from one end of the Atlantic sinking ships at will in this submerged layer. They sail on the surface. However, when attacked, most ships have low sub-attack ratings, therefore, the submarine 'submerging' and sneaking away is abrastracted into this, so theres no need for a new deep layer under the surface for submarines only. It makes no sense for the time period.
Gwalcmai said:But if there are areas of differing depth in the sea "provinces", then, when picking an area on which to hold an engagement, the depth could still play a part in how likely a submarine is to manage to slip away from the enemy. IIRC, as it is now, they are hard to detect, but when detected they just seem to slug it out on the surface like any other warship. With differing depths, you could have the depth as a modifier on the submarine's chance of achieving the positioning value that favours it.
spamgoose said:Depending on how all this is put together I see there being a pull between roleplaying and annoying micromanagement. If they upgrades are instituted on a brigade by brigade level it will allow for enjoyable roleplaying and more efficient/realistic use of resources. E.G. Upgrading the guns on armoured brigades in divisions that will soon be launching an important offensive, while leaving less important units with older guns. That being said, as things are organised by brigades now that may end up being a tonne of micromanagement. The other alternative, basically like in HOI2 upgrading where resources are put towards it and units are given priority, will make the game feel a little stale. Like always, more information will make things clearer and it may all be fine.
Is that stated anywhere? I see many people posting about that but I can't find any information on it..Naga Niome said:I really like the new technology system despite the loss of the famous techteams, however I'm not really into the concept you can't support more than one "model" of a division
Naga Niome said:I understand your micromanagement argument, but the way they said brigades are going to work is that of course a division will be made up of several brigades. So I don't think micromanagement is going to be much of an issue, except you'll have to pay more attention to the expanded provinces and actually use the A.I to control some fronts. Yet, I think you'll just be spending alot of time in the Production screen really for fun to customize divisions. I really hope there isn't a lot of micromanagement, but I'm not a roleplayer and keep in mind even though you haven't said it, roleplaying isn't apart of Paradox's list of things to improve and personally, I think without models and techteams roleplaying will actually take a big hit.