I had a game many, many years ago called "Harpoon." ...
Harpoon was awesome! Unfortunately, tactical battle games, especially naval ones, are so few and far apart these days...
I had a game many, many years ago called "Harpoon." ...
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.
: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.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.
"you never know"
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.
Nobody denied that air and naval combat need improvements. But nothing indicates that further time division will be introduced, either.
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.
You can keep a fleet in Beijing if there is a port located in the province. How big ships/fleets depends on the size of the port.
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.
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.