- Dec 14, 1999
- 19.197
- 80.332
Could we get a hint if the modeling of carrier operations has changed? Please?
well, we have 1 developer diary to talk about carriers
Could we get a hint if the modeling of carrier operations has changed? Please?
What I still am deeply interested in is how the actual battle will be done. As for HoI2, if we had a carrier and 7 battleships in a taskforce, your admiral would try not to close the gap to engage the opposing fleet. This was absolute crap if the other force consisted of 2 carriers only, for example.
There is not too much sense in defining fire distances for an entire fleet. I think that during combat, "battle groups" consisting out of ships of similar ship classes (BB, BC and CA, for example) or even single ships should have individual fire distances. So in my fleet described above, the carrier would try to stay at a distance of 130kms in contrast to my heavy artillery ships which have a preferred distance of 20km.
I deeply hope that a closer-to-reality combat model will be implented.
they kinda point towards their enemy, as they are in a battle.
Since its a screenshot, you don't see all the nice little animations there.
The final piece of the puzzle is the naval intercept order, this is for your big fleet, and they sit in port waiting for the enemy to be found by your patrol ships. As soon as the enemy is positively identified and they like the odds (which you determine) they will sail off and try and sink them.
The new naval system sounds great!. One question though, will the ingame message system pause or notify you that a fleet is about to sail off after an enemy fleet? Even if the odds look good, I would hate to commit to a battle on the opposite side of the ocean only to lose the fleet en route while your attention is commited elsewhere.
Thank you. It's all I need.King said:To please you I have edited the Dev Dairy so that the Scharnorst is a Level 4 BC and the Hood a Level 3 one. I hope you are now happy.
Ok, I know it. But I didn't write anything about diffrent stats, only about mistake.Darkrenown said:It's a rather pointless thing to point out though, the point was that rather than one ship being better in every way than another because it's a higher model they can now define different stats in different areas.
they kinda point towards their enemy, as they are in a battle.
Since its a screenshot, you don't see all the nice little animations there.
It's a rather pointless thing to point out though, the point was that rather than one ship being better in every way than another because it's a higher model they can now define different stats in different areas.
If they get a whole DD to themselves, there must be a fair bit of change going on for them. Excellent!well, we have 1 developer diary to talk about carriers
well, we have 1 developer diary to talk about carriers
well, we have 1 developer diary to talk about carriers
Next to Naval orders. We’ve made a couple of changes to naval orders. Firstly we have added the infinite order, for something like convoy escorts, you send you fleet out and the order will run indefinitely. With an added twist, each naval base can also be set up with a pool of reserves. These sit in port, repair if they need it, upgrade if they can, but when ever a fleet that is on an infinite order needs to return to port these ships will be used to replace them (providing they are of the same type). Thus if your ships, have low org, or are damaged, rather than having to go to all the trouble of sending a different fleet out on exactly the same order the system will take care of this automatically.
Let's say you have 4 fleets of subs, A, B, C and D. You send out ABC to convoy raid the atlantic and D stays in port as a reserve. If A is damaged and goes back to port, D will fill it's place. But what happens to A, once it gets repaired? Will A continue it's convoy raiding mission? What will D do then? 2 fleets in the same seazone might be overkill and you won't have a reserve anymore for B and C. Or will A stay in port, becoming reserve?
Because the Hood was bigger it has more AA guns.
The final piece of the puzzle is the naval intercept order, this is for your big fleet, and they sit in port waiting for the enemy to be found by your patrol ships. As soon as the enemy is positively identified and they like the odds (which you determine) they will sail off and try and sink them.
The new naval system sounds great!. One question though, will the ingame message system pause or notify you that a fleet is about to sail off after an enemy fleet? Even if the odds look good, I would hate to commit to a battle on the opposite side of the ocean only to lose the fleet en route while your attention is commited elsewhere.
Johan said:As soon as the enemy is positively identified and they like the odds (which you determine) they will sail off and try and sink them.
I suppose at this point I should mention that the system as detailed above is an optional extra. You can still manually move ships about, set ships onto short timed orders, you do not have to assign reserves. It is up to you to determine how much of the naval war you want to manage.