In regards to the latest DLC “No Step Back”, I’m noticed issues with the following “Man the Guns (MtG)” mechanics. Are these known issues?
• Inherit function: New ship models don’t inherit the modules types of the parent model vessel.
• Refit: While the AI creates updated ship models, the AI does not refit them. Refitting should be a priority for most AI navies.
• Obsolete: The AI still builds ships marked “obsolete”. Obsolete ships should be available for refitting only.
MtG suggestions:
• AI strategy for “Naval Avoid Region Surface Ship Only”: similar to “Naval Avoid Region” but applies to surface ships only. For example: When entering the war, this prevents the US AI from suiciding their surface navy into the home waters around Japan, but still allows submarines to operate in those naval regions.
• AI command for “Refit Only” (if unable to fix “Obsolete” function): dictates certain ships the AI will only refit and not build new ones. For example: The AI should not build any new “early battleship hulls” (obsolete by the 1930s), but allowed to upgrade these ships modules as desired.
• AI Training Fleet: The AI should form a training fleet, even in wartime, to train newly constructed ships.
• Depending on mission, the AI should attempt to form balanced task forces (TFs) with ships with comparable speed and range. No more fast carriers paired with WW1 era BBs.
• “Cruiser/Battleship/Carrier” sized AAA and torpedo mounts: Ships larger than DDs, often carried an extensive array of AAA not adequately represented by the allowed module slots. For example: In 1943, a USN Farragut Class DD possessed 4 x 40mm Bofors guns and 8 x 20mm Oerlikon autocannons. In comparison in the same year, the USN North Carolina Class BB possessed 60 x 40mm Bofors and 46 x 20mm Oerlikons – over 8 x times AAA fire power as the Farragut. The same goes for cruiser mounted torpedoes. Some navies cruisers carried more torpedoes than their respective destroyers. For example, the Kriegsmarine Admiral Hipper Class heavy cruiser carried 12 x 533mm (21 in.) torpedoes while most German DDs only carried 8 x 533mm torpedoes. I recommend creating “large AAA/Torpedo mounts” available to ships above the size of destroyer with a corresponding increase in production cost and attack factor.
• Naval Radar should increase the ship’s guns “chance to hit” another ship, not its attack factor. Similarly, ship catapults should also increase the ships chances to hit. Besides scouting, floatplanes provided naval gunfire spotting for the parent ship.
• “Equipment production min dockyard”: Similar to the AI strategy “equipment_production_min_factories” but geared toward setting the minimum number of dockyards needed to build a certain class of ship – helps ensure capital ships /carriers have more than one dockyard assigned to them.
• Escort Vessel: new ship “Type” (not role) for vessels geared toward escorting convoys and patrolling.
• Auxiliary vessel: new ship “Type” (not role) for vessels geared toward non-combat roles such as mine warfare functions. These vessels should form in their own TFs and avoid combat. Also, enable the AI to execute mining/minesweeping more often that currently set.
• Inherit function: New ship models don’t inherit the modules types of the parent model vessel.
• Refit: While the AI creates updated ship models, the AI does not refit them. Refitting should be a priority for most AI navies.
• Obsolete: The AI still builds ships marked “obsolete”. Obsolete ships should be available for refitting only.
MtG suggestions:
• AI strategy for “Naval Avoid Region Surface Ship Only”: similar to “Naval Avoid Region” but applies to surface ships only. For example: When entering the war, this prevents the US AI from suiciding their surface navy into the home waters around Japan, but still allows submarines to operate in those naval regions.
• AI command for “Refit Only” (if unable to fix “Obsolete” function): dictates certain ships the AI will only refit and not build new ones. For example: The AI should not build any new “early battleship hulls” (obsolete by the 1930s), but allowed to upgrade these ships modules as desired.
• AI Training Fleet: The AI should form a training fleet, even in wartime, to train newly constructed ships.
• Depending on mission, the AI should attempt to form balanced task forces (TFs) with ships with comparable speed and range. No more fast carriers paired with WW1 era BBs.
• “Cruiser/Battleship/Carrier” sized AAA and torpedo mounts: Ships larger than DDs, often carried an extensive array of AAA not adequately represented by the allowed module slots. For example: In 1943, a USN Farragut Class DD possessed 4 x 40mm Bofors guns and 8 x 20mm Oerlikon autocannons. In comparison in the same year, the USN North Carolina Class BB possessed 60 x 40mm Bofors and 46 x 20mm Oerlikons – over 8 x times AAA fire power as the Farragut. The same goes for cruiser mounted torpedoes. Some navies cruisers carried more torpedoes than their respective destroyers. For example, the Kriegsmarine Admiral Hipper Class heavy cruiser carried 12 x 533mm (21 in.) torpedoes while most German DDs only carried 8 x 533mm torpedoes. I recommend creating “large AAA/Torpedo mounts” available to ships above the size of destroyer with a corresponding increase in production cost and attack factor.
• Naval Radar should increase the ship’s guns “chance to hit” another ship, not its attack factor. Similarly, ship catapults should also increase the ships chances to hit. Besides scouting, floatplanes provided naval gunfire spotting for the parent ship.
• “Equipment production min dockyard”: Similar to the AI strategy “equipment_production_min_factories” but geared toward setting the minimum number of dockyards needed to build a certain class of ship – helps ensure capital ships /carriers have more than one dockyard assigned to them.
• Escort Vessel: new ship “Type” (not role) for vessels geared toward escorting convoys and patrolling.
• Auxiliary vessel: new ship “Type” (not role) for vessels geared toward non-combat roles such as mine warfare functions. These vessels should form in their own TFs and avoid combat. Also, enable the AI to execute mining/minesweeping more often that currently set.
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