Suggestions for a new convoy system (in an AoD expansion?)

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Titan79

War is over! if you want it
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Sep 11, 2005
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Hi,

I'm posting a suggestion regarding the convoy system in AoD I already made some time ago in another thread and, recently, in the 1.08 beta 6 thread. However, in order to give it better visibility (and especially not to hijack other people's threads ;) ), I'm raising it again in a dedicated thread. Feel free to comment and add further suggestions/tweaks! (always keeping in mind, though, that like many other users I do not want an excessive increase of micromanagement!)

What I'd like to stress outright, before posting the actual suggestions, is that I'd gladly welcome an AoD expansion, priced about 5-10€, featuring this new addition. There's already a possible name for it: "Arsenal of Democracy: Battle of the Atlantic"...


---


The starting idea is simple: currently, convoys in AoD are not visible on map, therefore strongly limiting the player's ability to interact with them especially when it comes e.g. to battles against enemy raiders - which, in turn, are "physical" units on the game map. What's the rationale behind this?

To make this more consistent, we should either

1) have both displayed on map and treated like regular fleets (my preferred solution) or
2) place submarines and/or other raiders assigned to convoy-hunting duties in a list similar to the one currently used for convoys (e.g. "3 subs in Western Approaches on convoy raiding mission until August, 1942").

So, after a long thought at it I came to the conclusion that something that IMHO could greatly improve the convoy system, and especially the Battle of the Atlantic, is having convoys physically on map. Each convoy would have its own counter on map just like every other fleet. In their case, though, the counter could sum up all the merchants and escorts that form that convoy, to avoid having too many convoys around. Apart from their actual representation, though, what's important is that this way we'd achieve a series of goals:


1.) They would finally move at a realistic speed (just like all other fleets already do), making it more important and interesting to protect them. They should move at about 7-8 knots (i.e. the speed of the slowest merchant in the convoy which, in real life, was more or less that one).

2.) Being slower would also mean that they should carry a fair amount of materials to compensate for their less frequent appearance: another way to better simulate reality, when destroying a convoy e.g. bound for Malta would have meant that the island would have been in great supply trouble until the next convoy had arrived. A load capability example for every single merchant ship could be: 15 coal (energy), 10 metal, 5 rares, 5 oil, 5 supplies; so a rather standard 40-merchant convoy would carry 600 coal, 400 metal, 200 rares, oil and supplies. It goes without saying that every sunk merchant would go down with its cargo.

3.) The player would be able to change the convoy's course by clicking on it and then choosing an alternate path if he suspects the convoy would be entering a dangerous seazone (provided he doesn't want to let this task to the AI, which should remain the default option).

4.) Battles between convoys and submarines/surface raiders/airplanes would be displayed just like all other sea battles, making the player "feel" and enjoy them much more than with the current system telling him just that "2nd U-Flotille has sunk 5 merchants and 2 escorts in seazone x".


- Optional, but nonetheless engaging improvements would also be:

5.) The speed at which raw materials and supplies/oil are loaded (and especially unloaded) to, or from, convoys should depend on the port's size they're in while the operation is being performed. This to make it more important e.g. for the Allies to conquer as bigger ports as they can (say, Cherbourg) after an invasion of mainland Europe to speed up the flow of supplies to their land forces; and also to make it less likely for e.g. an enemy air unit to bomb the convoy while it is in port loading/unloading stuff.

6.) It should be possible to add new brigades, especially radar, radar-warning devices and maybe camouflage, to submarines to better simulate the ebb and flow of the real "Battle of the Atlantic" (although still leaving them with only one brigade, as it is now. The player would have to choose whether to add radar, camouflage, mines or other improvements to try to have an edge over the enemy's submarine-hunters). This to give one side a brief advantage until the other side researches the adequate countermeasure (I know there is much room to speculate on this, of course - it's just a basic suggestion. But I sincerely think that subs could greatly benefit from being able to choose one among 2-3 different brigade types, instead of being stuck with the current, single one, i.e. mines).

7.) New building suggestion: sub pens. They should have a cost/prod.time like coastal forts and protect 1 submarine for each level of the sub pen (?). Submarines under those 6-meter concrete roofs should receive no harm when attacked, at least from the air.

§ § §


Of course, I have to stress once again that the chance to manually move convoys on map would be optional and that, by default, they would be controlled by the AI to avoid a micromanagement hell (which is the last thing I'd want, and which I am sure can be easily avoided if this suggestion is implemented right). The player should intervene only if he really wished so but normally that shouldn't be needed. In addition, the convoys' overall number could be reduced somehow and their visibility should be made a bit lower, in order to make them harder to find and thus more rewarding the actual spotting, and subsequent attack, of a convoy.

Another thing that comes to mind is that this way it should be possible to even assign some capital ships to convoy escort duty, just like the Allies mainly did (with heavy cruisers, escort carriers and even battleships) but again, this would be a player's choice and not the standard rule.

Here's an image with a proto-sample of how a new convoy fleet could be like (can be improved, of course - it's just an idea):


 
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There are much simpler ways to achieve satisfactory results with convoys than that. Simply adding a "cooloff" period to adding ships to a running convoy would be an enormous progress. Adding convoys on the map is especially cumbersome as you'll have either to group them in very large groups which would be unrealistic, or to flood the map with new units, facing lag and micromanagement. Offmap convoys that represent a steady flow of ships on a sealane is a much more elegant and efficient solution.
 
(...) Adding convoys on the map is especially cumbersome as you'll have either to group them in very large groups which would be unrealistic (...)
So, having 60- or 70-ship convoys would be unrealistic for you?
 
I like thie idea enormously; it has occured to me before that merchant ships could be split into cargo ships & oil tankers and could run on the historic routes protected by corvettes which could battle against submarines and aircraft in the way that naval battles are currently done. I know that there are no more division based classifications but you could build corvettes off the destroyer tech-tree. I'd happily pay for an extension with this feature.
 
You being the thread starter, I have expected a more in-depth answer than nitpicking on a minor point. Sorry for wasting your time.
I wasn't "nitpicking" on anything - and your other opinions, while respectable, did not need any comment.

I just wanted to point out how you are apparently ignoring that 60 or 70 ship convoys were rather common in the Atlantic, which makes your remark that "they would be unrealistc" rather pointless. Over.
 
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Titan79

Very interesting idea. Would make it a lot more realistic in terms of the Atlantic battles and also give the allies the ability to actually support convoys with naval forces, which would also make for some interesting choices. Not the most experienced player but would assume the two questions would be:
a) How much would it add to the complexity of the game?
b) Would the AI be able to play either side adequately as if it gave the human player too much of an advantage, either as the defender or the attack it might unbalance the game?
c) To add, just thought, for the western allies what would be the situation interacting between the powers. Presumably the human player would be able to take charge of allied powers to make sure convoys are handled consistently. [Although that might be a big job and isn't totally historical].

Steve
 
First off, Simon1397 and stevep, thanks for your appreciation and your constructive replies.

About your questions, stevep:

Very interesting idea. Would make it a lot more realistic in terms of the Atlantic battles and also give the allies the ability to actually support convoys with naval forces, which would also make for some interesting choices. Not the most experienced player but would assume the two questions would be:

a) How much would it add to the complexity of the game?

b) Would the AI be able to play either side adequately as if it gave the human player too much of an advantage, either as the defender or the attack it might unbalance the game?

c) To add, just thought, for the western allies what would be the situation interacting between the powers. Presumably the human player would be able to take charge of allied powers to make sure convoys are handled consistently. [Although that might be a big job and isn't totally historical].
a) As little as possible. Nobody wants added complexity/micromanaging, me being first. Ideally, the only actual change would be that the convoys would be on map, so that actual battles between convoys and raiders (of every kind) would take place as the two other types of battles, i.e. land & air, already do; but the routes taken by the convoys and the other things related to them would remain automatic, as they are now, with the exception that the player could intervene if he felt it were useful for his menaced convoy routes.

b) I'm not sure about what you exactly mean, but if I get it right: well, as for all other elements of the game - e.g. land or air battles - the AI would have to be taught properly; but this had to be done, and is still currently being done via patches, for all the other sides of the game, so it wouldn't be nothing "exceptional", IMHO.

c) As for point a), ideally there would be no need for the player to massively interact with (his or other countries') convoys. The situation would stay more or less the same as it is now, only that now they would be visible on map.
 
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I generally support your proposal Titan79. I havent played AoD much (still learning the changes from Doomsday), but suggest that a paid for expansion of AoD should not only include this convoy mod, but also solve some of the long standing deficiencies of the game. The deficiency that most comes to mind is that the AoD AI doesnt reinforce its manpower depleted divisions, instead it continues to be build new divisions. Other problems like the AI not grouping similar divisions together under the right specialist leader, assigning speed reducing brigades to fast divisions, using armoured divisions for partisan suppression, not grouping & protecting naval transports, not guarding beach provinces from invasion (in HOI2, the AI wanted to protection the low infrastructure, interior desert provinces of North Africa as a priority) etc etc. Not sure how far AoD has got with these issues. Always seems that the priority is to create new features and not solve the existing problems.

Having said that, it makes good sense to remove the abstracted convoys feature and incorporate it into the existing suite of possible naval missions . Assigning the old, slow UK battleships to convoys to protect against surface raiders did occur, so it should be included in a realistic WW2 game. Destroyers are adequate, but I'm probably leaning towards the view that corvettes would need to be added as a new class of naval ship; low cost, fast to build, slow speed, ASW specialist, low surface combat values.

It has never made a lot of sense to me that a longer convoy route distance required more convoy ships, but also appeared to deliver more supplies in the same amount of time ? Didnt study this in detail, so happy to be proven wrong. Perhaps the abstracted convoy system has been modelled slightly differently by some of the different patches & expansions of HOI2 ?
 
I generally support your proposal Titan79. I havent played AoD much (still learning the changes from Doomsday), but suggest that a paid for expansion of AoD should not only include this convoy mod, but also solve some of the long standing deficiencies of the game (...)
Sure, I'm with you. In fact, my suggestion for an expansion is to add this new feature and to solve some of the bugs the game still has; all of this for a moderate price, in order to give the devs some concrete acknowledgment for their work.

Having said that, it makes good sense to remove the abstracted convoys feature and incorporate it into the existing suite of possible naval missions . Assigning the old, slow UK battleships to convoys to protect against surface raiders did occur, so it should be included in a realistic WW2 game. Destroyers are adequate, but I'm probably leaning towards the view that corvettes would need to be added as a new class of naval ship; low cost, fast to build, slow speed, ASW specialist, low surface combat values.
I don't have a solid position on this - but, if it's not too much of a hassle, then why not? Corvettes could be simply put at the end of the current model list in order not to mess it up (i.e., technically speaking, being models 31_0) and be given primarily ASW value. This might work!

It has never made a lot of sense to me that a longer convoy route distance required more convoy ships, but also appeared to deliver more supplies in the same amount of time ? Didnt study this in detail, so happy to be proven wrong. Perhaps the abstracted convoy system has been modelled slightly differently by some of the different patches & expansions of HOI2 ?
I've never understood this either. In real life, there were both very large (60+ ships) medium (30-40) and small (<20) convoys sailing across the Atlantic, all more or less covering the same distances, so there is no reason for the game to require more ships for longer routes. On the other hand, though, more ships would mean more supplies delivered to the target destination, obviously, so the player could choose to create a bigger - and thus more visible - convoy in order to deliver more materials at once.

Also, re: convoy system in different versions of HoI2, I've played them all until AoD but I have not seen significant differences through the years; the basics seem to have stayed the same.
 
I've never understood this either. In real life, there were both very large (60+ ships) medium (30-40) and small (<20) convoys sailing across the Atlantic, all more or less covering the same distances, so there is no reason for the game to require more ships for longer routes. On the other hand, though, more ships would mean more supplies delivered to the target destination, obviously, so the player could choose to create a bigger - and thus more visible - convoy in order to deliver more materials at once.

There's a whole bundle of real life factors that get into the act once we start trying to 'un-abstract' the convoy system. While simple logic suggests that more ships would indeed deliver more supplies to a target destination, in fact it wasn't that simple.

For a start, larger conveys generally meant greater variety among the ships making up the convoy, and since the speed of the convoy was governed by that of its slowest ships, the crossing times for large convoys was generally longer than for most smaller ones. So the quantum of supplies delivered over a protracted period was often greater when using a sequence of smaller convoys.

Then there's the problem of loading and unloading. Port facilities (as per one of your points) were almost always at a premium during the war years so assembling and loading a large convoy took way longer than for a smaller ones, even in major ports. Thus, again, it was usually much more economical in terms of time and effort to push through a series of smaller groups of ships than hang around waiting for the bigger ones to get ther acts together. Same at the other end - unloading large convoys was often a nightmare and frequently locked both the ships and their cargoes in port for lengthy periods.

On top of that there was the problem of managing and protecting large convoys at sea for the (longer) period of the crossing. While again logic would suggest that it would be a better use of escort resources to throw a bunch of them around a large convoy than to farm them out to smaller ones, this in fact wasn't really the case. Quite apart from the increased visibility of the large group, there was also the fact that in larger convoys there was a significantly increased chance of the convoy lines fouling one another, ships bumping into one another, and individual ships getting detached. All of those factors made the task of the escorts much more demanding than with a smaller group. Then, since escorts were in short supply until well into the war, if you were to hang enough of them around your big convoys to ensure their safety, you were very likely to have to leave some smaller groups entirely unprotected.

I won't bore you more with more, other than to say that the point that I'm making is that once you get on this train, getting off might become a job in itself. I do think that some of the abstractions currently used are 'iffy', but I'd be more inclined to tidy them up to become more 'realistic' than to try to introduce a full on-map system - that really would be a game within a game.

For what it's worth, the following is an example of what I'm on about. There's an obvious reason why the system should contain an abstraction relating convoy size to distance travelled. It's that most merchant ships of the time were still coal fired so that the longer journey required a commensurate reduction in cargo payload (this would aslo apply to oil-fired ships, of course, though not to the same degree). So the greater convoy size demanded should represent the additional number of bottoms required to deliver any given quantum of supplies. What louses that up is the further abstraction that sets a standard delivery quantum per ship no matter what the distance travelled. It seems to me that we could remove much of the confusion and 'anti-intuitive' character of the system simply by modifying this to make payload distance dependent. It would still require broad abstraction (e.g. short trip = full load, medium trip = five sixths load, long-trip = two thirds load), but it would be realistic enough to make convoy sizing and routing a more weighty decision-making process for the player, without having to go the extra yard of making visible convoys.

Edit: Yeeks! That came out looong. Sorry.
 
There's a whole bundle of real life factors that get into the act once we start trying to 'un-abstract' the convoy system. While simple logic suggests that more ships would indeed deliver more supplies to a target destination, in fact it wasn't that simple.

For a start, larger conveys generally meant greater variety among the ships (...)
That's what I call an articulated answer indeed, Epa. But the real problem is that, at the end of it all, I'm not sure if you actually like my suggestion or not ;) .

Your point about long trips/less goods carried - short trips/more load is an interesting one but, IMHO, unnecessarily detailed. This is exactly the kind of added complexity I don't want - let's start by making things as simple as possible. Convoys would always carry just the same amount of materials per ship, no matter the distance covered - but, the larger the convoy, the higher its visibility. Your point about their speed is a very good one, though: smaller convoys could travel a bit faster, say at 9-10 knots instead of 7-8. There's room to further speculate on that.

Anyway, it seems to me that many people feel definitely too much afraid, I'd say almost terrified, about having another layer of micromanagement added to the game. I'd then like to give this simple example/analogy.

Let's imagine the game, in its first versions, had no air units on map and that they worked pretty much like convoys currently do (i.e., the player had to simply select which province to target with his bombers and the game did the rest, not allowing him to see them moving across provinces nor the enemy fighters intercepting them -> no visible air battles either). Then, someone would have suggested to make air units visible, just like land units. A crowd of people would have probably shouted: "No, that's madness, it would be too much of a burden for the player...!" and so on. Indeed, this is how the situation actually looks...
 
On a historical note regarding convoys in the Atlantic, it was much more practical to have large convoys as it deterred U-boats from attacking and operational research showed that whenever a convoy was attacked it experienced similar losses regardless of size, thus making it even more pragmatic to have larger convoys as it would reduce losses further.
 
On a historical note regarding convoys in the Atlantic, it was much more practical to have large convoys as it deterred U-boats from attacking and operational research showed that whenever a convoy was attacked it experienced similar losses regardless of size, thus making it even more pragmatic to have larger convoys as it would reduce losses further.
Well spot. When translated into the game, this should encourage the player to have fewer but bigger convoys (also making it simpler to keep track of them) instead of more, smaller ones.
 
Let's imagine the game, in its first versions, had no air units on map and that they worked pretty much like convoys currently do (i.e., the player had to simply select which province to target with his bombers and the game did the rest, not allowing him to see them moving across provinces nor the enemy fighters intercepting them -> no visible air battles either). Then, someone would have suggested to make air units visible, just like land units. A crowd of people would have probably shouted: "No, that's madness, it would be too much of a burden for the player...!" and so on. Indeed, this is how the situation actually looks...
IMO convoys are different to the other combat units. Convoys are purely for trade and supplying overseas, you can't use them for anything other then that. I'd prefer keeping convoys invisible but having convoy battles visible, if possible.
 
IMO convoys are different to the other combat units. Convoys are purely for trade and supplying overseas, you can't use them for anything other then that. I'd prefer keeping convoys invisible but having convoy battles visible, if possible.
This might be a solution - but how to turn it real...? I guess it would be possible only by making convoys on par with all other units (and please note that we already have a similar example in game: transport aircraft, which have no combat capabilities but are on the map indeed).
 
This might be a solution - but how to turn it real...? I guess it would be possible only by making convoys on par with all other units (and please note that we already have a similar example in game: transport aircraft, which have no combat capabilities but are on the map indeed).
Transport planes have a combat role though, dropping in paratroopers. And considering the amount of IC needed to build transport planes I think most people would want direct control over them. IMO there is no need to make convoys visible as you cannot order them to do anything anyway, it is better automated. Maybe the current system could include the option to avoid certain sea areas for convoys, if the player thinks there is a threat there.
 
Transport planes have a combat role though, dropping in paratroopers.
This could be automated too, though, but it is not. It's only a matter of different points of view...
 
This could be automated too, though, but it is not. It's only a matter of different points of view...
I suppose, but convoys would be non-stop whereas you would have to wait for the transport plane to re-org before it performs another mission.
 
I suppose, but convoys would be non-stop whereas you would have to wait for the transport plane to re-org before it performs another mission.
Again: it's all about nuances... it isn't mandatory for it to be so, no natural law prescribes it.

Should the convoys have been on map from the very start of HoI2, we would now consider that as a completely normal thing... it's just a state of mind.