Great DD, especially enjoyed reading that building a more balance fleet will be more worthwhile, and that even submarines might be worth building in the game.
I hope no one else has brought this up, because I tend to read the dev's replies over every comment.
One thing to point out, and I think it was an issue in previous HOI games, was that when opposing carrier fleets battled each other, they did so from range longer than anything that could appreciably involve surface ships engaging with each other. It was simply defensive fighters trying to shoot down the incoming bombers, with the escorting fighters trying to prevent that, which ended up in some dog fights, and all while this is happening, the surface fleet would be attempting to shoot the incoming planes down while the ships being targeted, which typically were carriers that were zig-zagging the whole time to avoid being hit.
I'm not sure two carrier fleets engaging each other could be accurately portrayed using the naval combat screen we've been shown. I'd hate to try fighting the enemy fleet with my carriers, only to have my non carrier ships move ahead to engage the enemy fleet. That's just completely inaccurate. The only time this ever happened as far as I know it, was during the battle of Leyte gulf where the Japanese surface fleet caught the American transport fleet which were escorted by destroyers and escort carriers. In that fight, the destroyers moved in to engage the Japanese surface fleet, while everyone else tried to get the heck out of there. While they did so, the American escort carriers where hitting the Japanese fleet with every plane the had.
In that battle, the fleet engagement in HOI IV would work correctly, otherwise I really want to have realistic carrier engagements please!
yeah we'll speed up later in development to every week or every other week (after summer). They are quite a hassle to do early like this really because it constantly gives you interfering deadlines for interface art and suchIf they were more often 75% of them would be mostly filler with no pictures of new stuff
Do I need to post maps of every single engagement and shove them down your throat?
I think if we are brutally honest anything that floated on the water is one of Paradox's major weaknesses, I got excited when Victoria II saw naval combat changes in Heart of Darkness.
Just from this DD and screenshot its fair to say that this might be the Paradox game that finally gives navy development and combat the energy it deserves. I hope this leeds to good things happening in future paradox titles.
I was thinking the same, however in the naval combat shown, it was precisely the wrong type of engagement to portray it accurately.I HOI3 long range carrier aircraft engagements could be done by setting the cags to do naval bombing in a neighbouring sea province. I presume that will still be possible.
Ummmm
So a battle like the Leyte Gulf would have all those fleets crammed into this screen...and thus have an awful lot of ships involved in fighting.
Leyte Gulf consisted of four major subsidiary battles: Battle of Sibuyan Sea, Battle of Surigao Strait, Battle off Samar and Battle of Cape Engano, along with other actions. These are counted together by virtue of their all being caused by the Japanese operation Sho-Go, which was aimed at destroying the Allied amphibious forces involved in the invasion of Leyte. However, the individual battles were separated by distances as great as two hundred miles.
After the protracted strike, it became clear that most of the aircraft returning home to their carriers were running dangerously close to "bingo fuel", and to worsen matters, nightfall had begun. At 20:45, the first U.S. aircraft began to return to TF 58. Knowing his aviators would have difficulty finding their carriers, Mitscher decided to fully illuminate his carriers, shining searchlights directly up into the night, despite the risk of attack from submarines and night-flying aircraft. Picket destroyers fired starshells to help the aircraft find the task groups. Despite this, 80 of the returning aircraft were lost, some crashing on flight decks, the majority going into the sea. Most of their crews (approximately three quarters) were rescued over the next few days.
Probably a bit hard to model in-game, and hard to manage, but would be interesting if we could try our luck and launch a naval strike at extreme range, but run the risk of aircraft not being able to make it back.
I want Naval air fixed so it goes after Carriers 1st and does not go after other ships until the Carriers are sunk, then Battleships on down. Same with surface to surface combat big ships go after the enemy big ships not average firing at all ships in enemy task force.
I don't think that would be worth modeling in game, its too much of a fine detail for a strategy game. A generaly higher attrition for operations from carriers could be included.
I would like to have some sort of say in what to focus at. I mean, it might be a very viable tactic to have your aircraft target destroyers and light cruisers to disrupt the enemy screen, letting your battleships, cruisers and destroyers sneak through the gaps and have a go at the enemy carriers. Especially if you have a limited carrier force of your own that might not be able to go on par with the enemy carrier force.