Suggestions for AI fleet deployment and HQ/Fleet stacks
Here a a few scattered thoughts from my scatterbrain:wacko:
I agree to many of the points of my former posters and use some of the things i read there and own ideas.....
I dont know about the rules of Fleet deployment the AI uses but they lack something apparantly....
AI should try to fill fleets according to "templates", which in turn should be decided by the role it has to fill and the corresponding admiral.
1. AI decides (randomly ? scripted ? ) which fleet it needs
a.) Patrol fleet of DDs using a rear admiral ( 12 Ships max, not
necessarily filled up to 12, lets say 2 would be ok, when all fleets are
full this way another fleet is deployed or the other fleets filled to next
"level" lets say 4, next level ....and so on ).
b.) Surface Action Group ( standing for SAG,right ?). Needs at least 1 CA
and bigger, and should use any admiral higher as rear-ad.
Factor: Ratio of Capital vs. Escort
c.) Invasion Fleet ( actually a SAG + transports )
Probably a bit tricky because the AI must "know" how many divisons
it wants to transport for the invasion.
But the linking with "Inv.Fleet template" eliminates the lone AI
transport fleets which are constantly shot up ( minimum Invasion fleet
then 1 TP+ 1CA + 1DD ) Inv.fleet should NOT be confused with normal
transport fleets ....
d. Transport fleets
can be composed of any number of TP which should be able to
transport troops to non-invasion ports AND ALSO BE ABLE TO CARRY
SUPPLIES/OIL to destination ....eliminating the delay of setting up a
regular supply convoy ( lets say the fleet carries a stock of X supplies
for Y days of troops on board (included in Weight of troops or
LoadingSpace - Troops).
AI should get detailed rules about this and
Player could use it to
supply vital ports not yet or not sufficiently supplied. Just like
Airsupply but not as inefficient.
e: Carrier Task Forces
Im not sure here if a CTF should or should not contain BB/BC or SHBB. I feel that it should not
for game reasons. Lets assume its forbidden for a CTF to use heavier ships then CA´s.
It then should strictly follow the tactic "DO NOT CLOSE WITH ENEMY - SKIRMISH WITH CAG".
As it is apparantly a waste to to that with BBs see above.
With the implementation of several fleets ( my idea for it explained in next post) inside a Sea
Command a combat could contain fleets skirmishing, closing and even fleeing individually.
additional factor to reckon with: available new ships in the force pool vs. list of demands from existing fleets. If no demands from ex.fleets then create new one... rinse and repeat.
Ships which reach a certain treshold of STR should be detached from the fleets
immediately and be put in the force pool. They should then attain the status of "limping home/being transferred/whatever" for a time depending on STR x speed x actual distance to home port.
Of course there should be a certain chance that it explodes/is lost/torpedoed/scuttled on the way home. Many tales of the voyages of damaged ships exist...
After it reaches home (forcepool) it is repaired IN the forcepool for a certain time ( again depending on damage, random number and tech level of owner and finally put into available fleets in a home port just as if newly built.
Most strategic boardgames with Ships act in this way.
Additionally this will "recycle" the fleets so that ships will be continually redeployed according to fleet rules provided there is combat/damage.
This will be a little bit rigid but you know your local AI.....
next i will rant about my ideas about the HQ System for land/air/sea with several different fleets in ONE SEA COMMAND and stuff