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scroggin

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This is the core of the issue.

The reason why Fleet in Being doesn't work in HOI3 and predecessors is because they are not scary enough.
A battleship roaming in the Atlantic is a minor inconvenience. Sure, I'd loose some convoys here and there, and I have to make sure I don't send 8 transports loaded with armor unescorted from the US to the UK, but all in all it's not a big deal. BB, a couple of CA, or a small CL/DD fleet: for me it's all the same.

However, if those battleships would absolutely wreak havoc with the US-UK trade, would have the option to shore bombard with massive massive damage, and have a big influence in other areas (newspaper leak: "Bismarck free in the Atlantic, Home Fleet doesn't care" followed by massive unrest), I would start to take a better look at them.

But that better look also requires better intel tools. Adding more code breaking stuff would be very interesting to simulate this in more detail.

I totally agree with this however it must come with an AI that is able to handle a German player who sends the Bismark convoy raiding in the Atlantic.
 

Cybvep

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We can't derive anything from the screenshots except that Paradox aims to have some sort of time control, and that you likley will be able to pause the time to play at your own "minimum" pace.
:lol: I think that you are arguing for the sake of arguing here. You know very well that it is almost certain that nothing will change in that regard, but are still using the "you never know" argument. I bet that the game will use the HOI3's system here, i.e. 1 hour = 1 "turn" (or "round"), with no further divisions, so that you will never see 15:30 in-game, for example. And I think that this bet is as safe as a bet can get.
 

Alex_brunius

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"you never know"

;)

Honestly however we will have to wait for the Dev Diary lining out their visions for Air and Naval combat before we even know if a coarse time resolution of 1h will be an issue for naval & air action.

Based on the HoI3 system where we even have aircraft teleporting past provinces and ships jumping 100km +- combat distance in a single hour I think most would agree that more detail in time resolution would have been very useful to better model these battles. And most ( including the devs it seems ) would also agree that naval & air were the weaker parts when it comes to battles in HoI3, so this is an area where I expect radical changes / improvements one way or the other.





Source: http://news.softpedia.com/news/Excl...rview-with-Project-Lead-Dan-Lind-430287.shtml

Softpedia: What are the changes made to the combat system in terms of unit statistics and combat stances?

Dan Lind: It's a bit early to get into this (again, the game is in pre-alpha so please forgive me for dodging). Land combat will largely be similar but naval and air combat will change greatly.
 
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Alex_brunius

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Nobody denied that air and naval combat need improvements :). But nothing indicates that further time division will be introduced, either.

Nope. Just saying that it is one of many radical options available to provide a better air and naval combat model!

Another even more radical option would be total war style combat resolution only for the more important naval/air battles to provide more detail since these are few and far in-between and due to how important they are for the Battle of the Pacific and Atlantic.


I'm not saying that these are likely to happen in HoI4, just that when your talking about radical changes in the area these are options the devs can consider.

Much point towards that the focus however will not be on increasing detail but instead focusing on attrition and strategic warfare instead of individual battles. It will probably work fine to model the submarine war and strategic bombing campaigns...

But I don't see how it can benefit the "fleet in being" doctrine of having say Battleships in Germany ready for a single dash for the Atlantic and modelling this few hours of dash well.
 
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scroggin

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But I don't see how it can benefit the "fleet in being" doctrine of having say Battleships in Germany ready for a single dash for the Atlantic and modelling this few hours of dash well.

The fleet in being doctrine was that a nation with powerful and dangerous battleships in port could tie up their opponents fleet by forcing them to keep their fleet at hand to deal with any breakout from port. If however the German battleships aren't much of a threat to British convoys, a breakout isn't much of a problem, you just keep your ships away from them till you can assemble a powerful enough force from the Alexandria, Singapore or wherever.

Capital ships could devastate convoys forcing the merchant ships that weren't sunk to scatter making them hard to defend against submarines.
 

daemonofdecay

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I totally agree with this however it must come with an AI that is able to handle a German player who sends the Bismark convoy raiding in the Atlantic.

I can just picture the AI Kriegsmarine squandering all its capital ships in small surface wolf packs that get picked off by the Royal Navy - the AI attempting a few dozen repeats of the whole Bismarck operation.

I think the key is going to be not just in upping the stakes and making the idea of a loose battleship frightening to human players, but also giving a reason for human players to engage in historic strategies and tactics. How will the game reward me for engaging in historical strategy choices?

And will the AI be able to alter its behavior to counter a human players ahistorical choices? Will an AI that sees a human building only armored divisions, or only destroyers and carriers (or whatever the best combo was), alter their own choices and build orders to counter that?

If I as a Germany player produce ridiculously over the top numbers of submarines, I hope the AI will understand the need to focus heavily on ASW capabilities, as an example. Hopefully even before I use my ahistorical or unbalanced build for a few years.
 

scroggin

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I can just picture the AI Kriegsmarine squandering all its capital ships in small surface wolf packs that get picked off by the Royal Navy - the AI attempting a few dozen repeats of the whole Bismarck operation.

I think the key is going to be not just in upping the stakes and making the idea of a loose battleship frightening to human players, but also giving a reason for human players to engage in historic strategies and tactics. How will the game reward me for engaging in historical strategy choices?

And will the AI be able to alter its behavior to counter a human players ahistorical choices? Will an AI that sees a human building only armored divisions, or only destroyers and carriers (or whatever the best combo was), alter their own choices and build orders to counter that?

If I as a Germany player produce ridiculously over the top numbers of submarines, I hope the AI will understand the need to focus heavily on ASW capabilities, as an example. Hopefully even before I use my ahistorical or unbalanced build for a few years.

The biggest things will be;
- an AI britain that knows, if Germany has capital ships it must keep a strong royal navy presence in the north sea and the Atlantic near the channel outlet
- An AI Britain that knows, if the Italians have capital ships it must keep a strong Royal Navy presence in the Meditereanian.

that would be the Fleet in being doctrine in action.
 

daemonofdecay

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The biggest things will be;
- an AI britain that knows, if Germany has capital ships it must keep a strong royal navy presence in the north sea and the Atlantic near the channel outlet
- An AI Britain that knows, if the Italians have capital ships it must keep a strong Royal Navy presence in the Meditereanian.

that would be the Fleet in being doctrine in action.

Oh, agreed. But I was also referring to multiplayer as well. If I am the UK and my brother is Germany, what are the benefits/costs from not keeping my fleet always prepared to counter his?