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#1 |
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Major
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2005
Location: The wooly wilds of England
Posts: 612
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E-Boats, MTBs, PT-Boats and MGBs, Oh, My!
Hi, All,
We all know about U-Boats and tother piratical undersea types , but another type of vessel that played a significant part in the naval (especially convoy) war was the small, fast and manouevreable motor torpedo boat. Called variously 'E-Boats', MTBs and PT-Boats and with their cousins carrying a single naval gun (MGBs) these vessels operated at short range from ports around the English Channel and in the Mediterranean. Could they be represented by some sort of abstracted 'sphere of influence' like those suggested for mines, maybe? Or maybe a new flotilla type with short range?? What do you think? They seem like a definite gap in the game as it stands, to me...
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#2 |
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Chief of Stuff
Join Date: Dec 2003
Location: Stockholm
Posts: 136
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They are represented in the mod CORE, but will be remowed in the next version released this weekend.
They were kind of cool: 40 knots, 250 range, Sea Attack 3, Sea Defense 0. Fast to get into action if enemy past the coast, didn't hit much (as in the real war). You can do it yourself by changing the stats of some unit, say level 1 destroyer for example. The AI woun't build them, but you can. I do that when it is a unit I want (patrol floatplanes for example). A problem with using destroyerslots is that they will target submarines if some of them are present. Hardcoded I think. |
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#3 |
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Major
![]() Join Date: Jan 2006
Posts: 791
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Use level 1 light cruiser then.
The problem with low range units is, that due to they still can cover the adjacent sea region of their home port, which often increases their range dramatically. I would say that such units are below the resolution of the HoI world map and will not be represented in a good way in the game as it is now. |
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#4 | |
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Major
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2005
Location: The wooly wilds of England
Posts: 612
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Quote:
Of course, HoI3 will have a naval range system miraculously revised to address this and other issues
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#5 | |
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Field Marshall
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
Location: Toronto Canada
Posts: 1,650
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Quote:
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#6 |
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Major
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2005
Location: The wooly wilds of England
Posts: 612
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If zones covered overlap then the units fight. I think fighters and several air missions should be handled this way, too, actually - instead of the entire Air Group or MTB group being in one 'lump' they are assumed to patrol an area. When areas patrolled by warring units overlap the units fight until one side is forced from the sky due to low Org.
Air Superiority, Interdiction, Ground Support and Naval Interdiction Air Strikes should work this way, and MTBs/PT Boats etc. should work the same way. A development like this is probably HoI3 territory, however. |
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