George LeS suggested in my *classic* thread
- Tired Ideas and Old Regime Mentality that an examiniation of approaches to the naval aspect of EU3 must be done. One approach being very abstract, and the other approach being much less abstract. George LeS being of the less abstract school. I being of the more abstract school, and Gollum being the catalyst with the following:
I like the general idea, and previously suggested something vaguely similar for HoI1...
To give a bit of structure to this 1/2 of the discussion, I'll posit a few things:
1) All game mechanisms are abstract, so the question is "how abstract?". This thread is about very abstract approaches.
2) The must productive argument (perhaps?) is that very abstract = no micromanagement. This is an important gameplay principle if used right.
3) The anti position for #2 is simply that direct player control of all/most aspects of the feature works better, both for gameplay and for realism.
4) Gollum's assertion is that *mission-based orders* will be a better game mechanism than any *direct-order* mechanism. I agree.
So, away we go with another take on EU3...
Gollum said:I'd like to see a serious change of the naval system. Everything from exploration to blockades in hostile waters requires micromanagement. I suggest that you abolish sea zones completely, as well as naval attrition. Instead, fleets would be based in ports where they would be given assignments such as patrol, blockade [port], transport troops [origin, destination], privateer or just hide/stay in port. These missions would no longer be tied to sea zones, but be dependent on the distance from the port. Naval combat would occur with a certan probability when such missions where conflicting, and the probability should increase with proximity to base. E.g., it would be easier to sneak through the straits of Gibraltar if the blocking fleet was based in Valencia rather than Gibraltar. The range of these missions would increase with naval technology level and depend on ship type (i.e. a real weakness for galleys). Range should be increased by allied (including own) ports on the way to blockades/transports, but ultimately a strategic positioning of the fleet would be required for its efficient use. This will greatly increase the importance of strategic ports, such as Gibraltar and Malta, as well as eliminate much of the micromanagement involved in fleet action (i.e. keeping it away from naval attrition).
Privateering could be a way to reduce or eliminate maintenance, and perhaps even granting an occasional profit, on expense of a casus belli to the affected country. Unchecked, this should have a strong impact on trade, as would patrolling fleets when two countries are at war.
In addition, naval exploration would obviously have to be changed according to similar lines. First, the current system is both micromanagement intensive and unrealistic, as exploration would only provide a reward if the explorer returned to tell about it (which is no requirement now). Second, the abolishment of sea zones would be incompatible with the current system. Instead, let explorers be a global event where the player merely directs the general directions of the voyage (and have no real control over whether the explorers live to return) and port of origin, if it is a government sponsored expedition. If not, the port of origin and perhaps even the initial voyage would be determined by events. Of course, there should be the option to change history, but without the micromanagement and rewards of suicide explorations.
I like the general idea, and previously suggested something vaguely similar for HoI1...
To give a bit of structure to this 1/2 of the discussion, I'll posit a few things:
1) All game mechanisms are abstract, so the question is "how abstract?". This thread is about very abstract approaches.
2) The must productive argument (perhaps?) is that very abstract = no micromanagement. This is an important gameplay principle if used right.
3) The anti position for #2 is simply that direct player control of all/most aspects of the feature works better, both for gameplay and for realism.
4) Gollum's assertion is that *mission-based orders* will be a better game mechanism than any *direct-order* mechanism. I agree.
So, away we go with another take on EU3...