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Bullfrog

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I'm not sure if it will work this way or not. It seems to me that the carrier hangar tech value would apply to all of your carriers the same way...unless each type of carrier has a different modifier value, as you imply. In any event seems a cumbersome system which is forced upon us by the designer's insistence upon making all CAG's generic and unvarying.
From the DD it seems that it will be based on the techs you have researched for that particular carrier class. In other words, as the USA, my USS Wasp has a low level hangar, where my USS Intrepid has a high level, due to the more advanced design.
All the changes to the naval combat system are nice and helpful, but in the end I am left with the impression that the Paradox designers are much more interested in land battles to the exclusion of anything else, and the air and sea battle systems are pretty much of secondary interest and concern - and as a result, they merit these unrealistic, simplified work-arounds.
Hmm, I don't agree here. I think in HoI and HoI2 a case can be made for this, but we have seen that the air and naval missions have gone through an extensive overhaul. We are not yet sure how air and naval production works. I hope that they are in-line with the division construction where possible. Air combat will be interesting, a "frontage" system would do wonders there, we will see. Naval combat is, from this DD, quite different with the independent positioning rolls, which is great. I am happy for the improvement. Also the interface is really improved from HoI2.
I think you are upset over the CAG thing. While it would be better to have a buildable CAG, I don't think that having missions for each plane typw within the CAG would be that much fun. It is too much micromanagement, to have to set 3 different missions per CAG for every CTF sortie. I will take it as is. I hope though that the tech tree for the CAG is more extensive than a linear progression from one model to the next, and that each plane tree also effects the CAG to a degree. This would simulate the difference of plane type within each CAG. For example, if I have advanced fighters but only basic dive bombers researched, my CAG, fully upgraded, should reflect this.
 

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From the DD it seems that it will be based on the techs you have researched for that particular carrier class. In other words, as the USA, my USS Wasp has a low level hangar, where my USS Intrepid has a high level, due to the more advanced design.

Hmm, I don't agree here. I think in HoI and HoI2 a case can be made for this, but we have seen that the air and naval missions have gone through an extensive overhaul. We are not yet sure how air and naval production works. I hope that they are in-line with the division construction where possible. Air combat will be interesting, a "frontage" system would do wonders there, we will see. Naval combat is, from this DD, quite different with the independent positioning rolls, which is great. I am happy for the improvement. Also the interface is really improved from HoI2.
I think you are upset over the CAG thing. While it would be better to have a buildable CAG, I don't think that having missions for each plane typw within the CAG would be that much fun. It is too much micromanagement, to have to set 3 different missions per CAG for every CTF sortie. I will take it as is. I hope though that the tech tree for the CAG is more extensive than a linear progression from one model to the next, and that each plane tree also effects the CAG to a degree. This would simulate the difference of plane type within each CAG. For example, if I have advanced fighters but only basic dive bombers researched, my CAG, fully upgraded, should reflect this.

The key to cutting down on micro in this situation is options. You can give orders to the entire CAG (leaving it to the AI to micro the various portions, just like with land divisions) or you can give orders to portions. I think Paradox has come up with a great way to implement a lot of depth in the other areas they have shown us while simultaneously giving the player the option to ignore it/let the AI handle it or use defaults. I think it's a shame they didn't extend this to CAGs/naval aircraft orders.
 

Bullfrog

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The key to cutting down on micro in this situation is options. You can give orders to the entire CAG (leaving it to the AI to micro the various portions, just like with land divisions) or you can give orders to portions. I think Paradox has come up with a great way to implement a lot of depth in the other areas they have shown us while simultaneously giving the player the option to ignore it/let the AI handle it or use defaults. I think it's a shame they didn't extend this to CAGs/naval aircraft orders.

Honestly I think that the individual mission types for CAGs as they have been presented should be cut out. Just by having a "Carrier Protection" mission and others they have opened this can of worms. Had they simply left the CAG's utilization as it was in HoI2, there would be no problem. There is no disconnect with the HoI2 CV mission options and HoI3's CAG-as-a-separate-entity implementation. The only thing that was needed was treatment of the CAG as a unit on its own in combat, not necessarily assigning different missions to it, separate from the CV.
 

WWIINERD

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This rocks!!! I do want to throw a couple so cents worth into this discussion.

Will individual "hits" in gunnery combat cause more strength damage instead of org damage?

One problem with HOI2 was that fleets could blast away at each other for hours and hours without damage to anything except org.

I agree with this statement. This should be different in HOI3.
 

Bullfrog

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This rocks!!! I do want to throw a couple so cents worth into this discussion.



I agree with this statement. This should be different in HOI3.

A bigger issue is the hitpoints of the various ships. For instance, in HoI2, a BB and a DD could take the same amount of damage and be sunk. While the BB has greater sea defence, the engine did not recognize the difference between sea defence and armor. Thus the 13 inch belt armor of a BB meant nothing.
 

potski

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I have to agree that this system brushes up against greatness, but would do better to allow more granularity in CAG construction and if a mission applies to the whole CAG or just parts of it. The big problem with the system as described is that it cannot replicate some of the reasons behind the US victory at Midway. Planes equipped with the wrong bombs, the carrier runways tied up by the need to land returning aircraft, and the cat-and-mouse game of what you choose to strike with and what you choose to leave in reserve. As Midway showed, there is a big difference between having aircraft on a carrier ready to strike a land target and ready to strike a naval target and making the wrong decision can cause major problems. Sure this is somewhat covered by having the whole CAG group assigned to one mission and have it be the wrong one, but I think that concept misses out on a potentially better way.

If I understand the system as presented correctly, players have an all or nothing choice: strike with the whole CAG and leave the carrier undefended or focus on defending the carrier and not be able to strike at all, except at the opposition's CAGs which may or may not be striking. Imagine a scenario where both parties decide to focus on defense and a carrier naval battle occurs without anyone launching any planes. In such a case I think you've created more micromanagement, not less, by forcing the player to constantly change the mission of his entire CAG group as the situation changes rather than giving orders to 1/2 to stay behind and defend the carrier and 1/2 to strike and potentially return focus to say, the massive land battles raging on the Eastern front. And I think you're somewhat needlessly losing the ability to follow your mantra for this game and give more control to the players, if they want it. Just mimic what you're already doing with other units where composition is something that has defaults, but that the player can monkey around with if they want.

This is all from a player who doesn't like micromanagement and never got into Vicky--the way described would, I think, give me more micro headaches than giving me the ability to fine tune my CAG composition and orders before engagements and not have to worry that every hour I'm not watching what is going on I'm blowing the whole battle by not switching around naval attack order to defend.

On land you can have air commands, such as the screenshot in Dev Diary #17 with Luftflotte 4, which include more than one type of plane (FIG and TAC). And it appears that you can give that command more than one mission with different priorities, and allow an AI commander to direct the right planes on the right target, without any micro. You can set continuous air superiority missions for fighters, and we believe that the AI commander will scramble the planes and direct them towards enemy bombers when they are detected encroaching into the area which you have set for the mission, using the province(s)/region(s)/circle/cone method. You can leave your fighters to defend your country against strat. bombing for lengthy periods with little direct input from the player.

Why do you consider that the same will not happen with naval air commands?

The slightly surprising thing in this Dev Diary IMHO is not the naval/CAG stuff, it is a general point by King that:

King said:
Air units are always 100 planes

This means that there will be no building of air wings of different sizes by including 1 or more air groups, ie. nothing like the land division builder. This limits the variety of air units that might occur, not only because all units will be a uniform size, but also because you can't mix more than one type of plane within a wing.

If this is correct, then it means that it was never going to be on to create CAG's consisting of one Group of FIG, one NAV and one CAS, or some other mix that the player decided. I can understand the micro-naval players would want this, to replicate as closely as possible some of the historical battles involving carriers, but then we had all this out with the micro-land players who wanted regiments/battalions and god knows what level of micro in what is supposed to be a grand strategy game.

If I understand it correctly, the CAG will be a unique air unit, but which will probably be based on the techs you have developed for different plane types, but less, because it will be an abstraction of a unit which includes some FIG/CAS/NAV. So in theory the NAV part of the CAG should have good stats for attacking enemy ships, at least as good as your land-based NAV, but since it will be only part of the CAG, say a third of the planes, then you can't expect a CAG to provide the same air to ship attack values as a NAV Group with 100 torpedo bombers. Nor can the fighter element of the CAG provide the same stats as a Group of 100 fighters. Nor the CAS/NAV element provide the same ground attack as a Group of 100 TAC or 100 CAS.

Nevertheless, since the CAG includes all of these elements simultaneously then it should be able to provide a simultaneous naval strike/CAP role, so that if an enemy TF is sighted in the same province the CAG can engage any enemy CAG, and also seek to bomb the enemy ships. Even if it can't do both at the same time, then I would expect the AI commander to shift it back and forth between those roles as required during the battle. There seems to be an assumption that the carrier protection mission is purely a CAP defensive role, when it seems perfectly possible that protecting the CTF is not just about providing air superiority over your own ships, but also attacking enemy ships within range that are a threat to the CTF. Especially, if you have an option of setting the stance of the carrier protection mission, between agressive/defensive, in the way we can see with other air missions.

So in single sea province engagements I don't see any loss from having this sort of abstracted CAG, and I'm with Bullfrog on this one. And I see alot of benefits that the CAG fits exactly into the air unit model, so presumably you can land them at an airbase, transport them in TRP, etc. and all of the combat/movement rules apply in exactly the same way for them as other air units. The link between the CV's and the CAG's is now broken, and they are no longer just a "brigade" of the CV, they are a truly independent unit.

The biggest problem if I understand the comments made is if you want to carry out a long-range strike either against enemy ships in another province, or against land-based targets, such as a port strike. If this means the whole CAG buzzing across the map into the adjoining province for several hours, then the CTF have no CAP. Let's not jump to conclusions on this - we still don't know the air-to-air nor air-to-ground combat models, and how Paradox are going to deal with the air speed issue on moving air units between such small provinces. If the effects of other air units is abstracted as a cloud where air power can be projected across provinces/regions, rather than whole wings flying in a formation at 40km per hour from province to province, then the same should be true for CAG, and in that case the CAG should be able to project a port strike with its bomber elements and still maintain the CAP.
 

Alex_brunius

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Will individual "hits" in gunnery combat cause more strength damage instead of org damage?

One problem with HOI2 was that fleets could blast away at each other for hours and hours without damage to anything except org.
I think if strenght or org damage is dealt should be determined by other factors. Lets look at what these things are.

Strenght = men and hull integrity.

Org = combat readiness

I think It should be determined by the attacker and the defenders values. For example a battleship hitting a destroyer (Attack >> Defense) should cause mostly strenght damage. The other way around when a destroyer fires back (Attack << Defense) should cause mostly org damage. A DD or CVE CAG could very sucessfully "annoy" the battleship forcing it to alter course with torpedoes and maybe even prevent it from firing if your sucessful (knocking out rangefinders, spotters or searchlights for example), but your not likely to sink it.
 

Bullfrog

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I think if strenght or org damage is dealt should be determined by other factors. Lets look at what these things are.

Strenght = men and hull integrity.

Org = combat readiness

I think It should be determined by the attacker and the defenders values. For example a battleship hitting a destroyer (Attack >> Defense) should cause mostly strenght damage. The other way around when a destroyer fires back (Attack << Defense) should cause mostly org damage. A DD or CVE CAG could very sucessfully "annoy" the battleship forcing it to alter course with torpedoes and maybe even prevent it from firing if your sucessful (knocking out rangefinders, spotters or searchlights for example), but your not likely to sink it.

Good idea, and an accurate way of modeling the difference b/w large armored ships and screens in combat. Should be considered for implementation.
 

unmerged(25355)

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Sounds like the CAG will engage in a separate parallel battle with the enemy fleet. How is the combat for the CAG going to work? IRL they CAGs would usually focus on the big ships first. Will they do that or are we going to see the CAGs wasting hours pounding the DDs while the carriers and BBs are left untouched?
 

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The biggest problem if I understand the comments made is if you want to carry out a long-range strike either against enemy ships in another province, or against land-based targets, such as a port strike. If this means the whole CAG buzzing across the map into the adjoining province for several hours, then the CTF have no CAP. Let's not jump to conclusions on this - we still don't know the air-to-air nor air-to-ground combat models, and how Paradox are going to deal with the air speed issue on moving air units between such small provinces. If the effects of other air units is abstracted as a cloud where air power can be projected across provinces/regions, rather than whole wings flying in a formation at 40km per hour from province to province, then the same should be true for CAG, and in that case the CAG should be able to project a port strike with its bomber elements and still maintain the CAP.

I agree with this post. I think that the DEVS probably have us covered on this with the arangement they have set up. I think that the modest reserve air cover should be factored in through abstract defense values while you have your CAG out doing mayhem. I think that the ability to bring your CAG back quickly in defense of the fleet should have to be an important consideration before you send them too far away.

I would like to be able design custom CAGs but I don't think that it is a catastrophic flaw that it isn't there. It looks like Johan and the gang have done us a great service in the reworking that they have done here.
 

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I think if strenght or org damage is dealt should be determined by other factors. Lets look at what these things are.

Strenght = men and hull integrity.

Org = combat readiness

I think It should be determined by the attacker and the defenders values. For example a battleship hitting a destroyer (Attack >> Defense) should cause mostly strenght damage. The other way around when a destroyer fires back (Attack << Defense) should cause mostly org damage. A DD or CVE CAG could very sucessfully "annoy" the battleship forcing it to alter course with torpedoes and maybe even prevent it from firing if your sucessful (knocking out rangefinders, spotters or searchlights for example), but your not likely to sink it.

Excellent thinking. I hope that they model it this way.
 

WWIINERD

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I read in this thread somewhere but couldn't find it on review - someone had mentioned that it would be good if you were not immediately able to see the composition of your enemies fleet. The accuracy and speed at which you are able determine the composition should be based upon radar, weather, and air activity. I like what Paradox is doing with the whole thing of fleets losing each other depending on weather and radar techs. This is a great improvement, I just think that they should take it one more step and temporarily hide fleet composition from humans and AI as well.

The Italian Navy's lack of radar made them extremely vulnerable - essentially worthless and blind.
 

Bullfrog

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I read in this thread somewhere but couldn't find it on review - someone had mentioned that it would be good if you were not immediately able to see the composition of your enemies fleet. The accuracy and speed at which you are able determine the composition should be based upon radar, weather, and air activity. I like what Paradox is doing with the whole thing of fleets losing each other depending on weather and radar techs. This is a great improvement, I just think that they should take it one more step and temporarily hide fleet composition from humans and AI as well.

The Italian Navy's lack of radar made them extremely vulnerable - essentially worthless and blind.

Even radar did not necessarily determine sighting the fleet. I think that it might help of course. You are right.
Also the Japanese at Midway could not determine that there were 3 American carriers until too late, if at all. This information should not be available to the player or AI, indeed.
 

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I read in this thread somewhere but couldn't find it on review - someone had mentioned that it would be good if you were not immediately able to see the composition of your enemies fleet. The accuracy and speed at which you are able determine the composition should be based upon radar, weather, and air activity. I like what Paradox is doing with the whole thing of fleets losing each other depending on weather and radar techs. This is a great improvement, I just think that they should take it one more step and temporarily hide fleet composition from humans and AI as well.

The Italian Navy's lack of radar made them extremely vulnerable - essentially worthless and blind.

I wrote that question much earlier today... Paradox silence regarding the issue might mean that we will see the entire enemy fleet composition as soon as the fleet engages, which is neither a best case scenario nor a catastropic fault
 

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On land you can have air commands, such as the screenshot in Dev Diary #17 with Luftflotte 4, which include more than one type of plane (FIG and TAC). And it appears that you can give that command more than one mission with different priorities, and allow an AI commander to direct the right planes on the right target, without any micro. You can set continuous air superiority missions for fighters, and we believe that the AI commander will scramble the planes and direct them towards enemy bombers when they are detected encroaching into the area which you have set for the mission, using the province(s)/region(s)/circle/cone method. You can leave your fighters to defend your country against strat. bombing for lengthy periods with little direct input from the player.

Why do you consider that the same will not happen with naval air commands?

We'll see, I had forgotten about the prioritizing, which I hope will work as you laid out. The ability to set air superiority (or protection in this case) doesn't apply because there is only one unit (which is to say, how well does all of this work if you only have one carrier in the group?). The system will only work if you can, as you said, give multiple orders to the same unit: bomb the enemy fleet unless our fleet is threatened in which case stay put. If so, then I think this will work OK, but I still think they're falling a step short in the implementation of the whole system. Use the same AI controls and instead have multiple elements of a CAG, and each country with the potential to create its own mix of planes in the group. In my opinion, not much more micro (if you don't want it, much like the bizillion provinces can be a micro headache but you can also cede control to the AI) and much more flexibility and flavor.

So not a catastrophic flaw, as someone else seemed to think I meant, but a flaw in my book and something I still find surprising given the addition of building your own divisions.
 
Sep 7, 2004
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The system will only work if you can, as you said, give multiple orders to the same unit: bomb the enemy fleet unless our fleet is threatened in which case stay put. If so, then I think this will work OK ...

That would be fine I think, and would satisfy a vast majority of players.

Plus, chances are you'll be operating multi-carrier task groups for the most part (as a major anyway) and having one CAG concentrate on CAP while the other two launch strikes would not be a bad approximation (2/3 of carrier air attacking, 1/3 defending).
 

Braedonnal

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Jan 6, 2004
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I really like what I am hearing here for the changes over HOI/HOI2. I am a touch disappointed that CAG is a single unit but given that most players will group multiple carriers together, that will give you the leverage to withhold a CAG or two from offensive strikes to work as CAP over the fleet.

I am a bit worried that the percentage of aircraft cannot be changed (or cannot yet). For example, a typical US carrier of 1942 carried a squadron of fighters, two of dive bombers (one scout, one bomber) and one torpedo bomber. By 1945, the air threat was severe and the fleet operated off the coast of Okinawa and Japan for extended periods and generally carried two fighters squadrons, one dive bomber and one torpedo bomber.

I think the ability to build weighted CAG, say, fighter heavy, bomber heavy CAG might be useful. If the naval threat is still high, you will want to be bomber heavy for better scouting and naval attack. If the naval threat has become non-existent you would go fighter heavy for a heavier CAP and fighter sweeps over enemy land bases.

Just a thought anyways.