I have made quite a few posts on this topic here and there, but I believe it will do no harm pointing them out in more coherent form in this forum.
1. Retreating
The single biggest problem with naval combat is IMO the possibility and truth to tell necessity of retreating from no-chance engagements. The best solution would be IMO incorporate speed into the naval combat distance and positioning model. A retreat order should not allow disengage fleet immediately, but only change the admiral priority for combat distance to 'as large as possible'. The real retreat would occur only after the distance exceeded the maximum range of fire of both fleets.
Important thing is that admiral quality, weather, thechnology and potentially ships speed should not determine the distance directly each hour, but should only determine the distance CHANGE over the hour of combat, making the maneuvering process far more realistic.
Also the initial distance of an engagement depending on weather, radar, intelligence, etc. would have significant effect on whether weaker force manage to withdraw in time.
2. Combat too fast - pause needed
A frequent complaint is that the combat is over too quickly, even before one can zoom on it and that pause is needed to make decision about its further proceeding/retreat. I think that great deal of this problem is caused by the necessity of player action in most combats. Whenever a fleet spots the enemy, combat commences and if the force composition is clearly unfavorable to one side, it must manually retreat to prevent casualties. But is it realistic? I think not. If a group of destroyers on ASW duty runs into the surface battlefleet should they close in to face almost certain destruction, or use their superior speed to get out of enemy range as fast as possible? I believe that the second option is more realistic and thus any force ill suited to combat the enemy should automatically TRY to retreat (if it manages according the paragraph 1)
3. Fleet concentration oversimplification
It was posted several times that it is mostly worthless to combine BBs and CVs in one taskforce. The reason is that in desirable case when the distance is just that of our CV range, BBs are worthless. I think that a relative easy remedy to this is allow multiple simultaneous naval combats in one seazone. Thus a CV squadron would hold its distance while BB squadron would close in. If many squadrons were present on both sides, distance should be tracked per combat.
4. Effect of speed
The speed of ships should decrease significantly if severely damaged as well as their visibility.
1. Retreating
The single biggest problem with naval combat is IMO the possibility and truth to tell necessity of retreating from no-chance engagements. The best solution would be IMO incorporate speed into the naval combat distance and positioning model. A retreat order should not allow disengage fleet immediately, but only change the admiral priority for combat distance to 'as large as possible'. The real retreat would occur only after the distance exceeded the maximum range of fire of both fleets.
Important thing is that admiral quality, weather, thechnology and potentially ships speed should not determine the distance directly each hour, but should only determine the distance CHANGE over the hour of combat, making the maneuvering process far more realistic.
Also the initial distance of an engagement depending on weather, radar, intelligence, etc. would have significant effect on whether weaker force manage to withdraw in time.
2. Combat too fast - pause needed
A frequent complaint is that the combat is over too quickly, even before one can zoom on it and that pause is needed to make decision about its further proceeding/retreat. I think that great deal of this problem is caused by the necessity of player action in most combats. Whenever a fleet spots the enemy, combat commences and if the force composition is clearly unfavorable to one side, it must manually retreat to prevent casualties. But is it realistic? I think not. If a group of destroyers on ASW duty runs into the surface battlefleet should they close in to face almost certain destruction, or use their superior speed to get out of enemy range as fast as possible? I believe that the second option is more realistic and thus any force ill suited to combat the enemy should automatically TRY to retreat (if it manages according the paragraph 1)
3. Fleet concentration oversimplification
It was posted several times that it is mostly worthless to combine BBs and CVs in one taskforce. The reason is that in desirable case when the distance is just that of our CV range, BBs are worthless. I think that a relative easy remedy to this is allow multiple simultaneous naval combats in one seazone. Thus a CV squadron would hold its distance while BB squadron would close in. If many squadrons were present on both sides, distance should be tracked per combat.
4. Effect of speed
The speed of ships should decrease significantly if severely damaged as well as their visibility.
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