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Naval Poll: what is your biggest peeve?

  • Carriers shouldn't fight. They should always try to retreat from surface engagements

    Votes: 115 34,1%
  • Carriers are ineffective because they cannot project their power effectively

    Votes: 104 30,9%
  • Battleships are one-trick ponies; even if they win the sea war, they are then mostly useless

    Votes: 31 9,2%
  • Fleets are one-dimentional. Diversity should be encouraged

    Votes: 134 39,8%
  • Destroyers are just too fragile, even when abstracted

    Votes: 49 14,5%
  • Subs, Destroyers, and (to some degree) CLs aren't represented with the full power they can bear

    Votes: 92 27,3%
  • SHBB, CVL/E, and CAGs can't keep up with their counterparts

    Votes: 50 14,8%
  • Subs should have some impact on surface ships

    Votes: 124 36,8%

  • Total voters
    337
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themousemaster

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While I realize that there is a large # of people who will "vote in a poll" without actually reading the options, I encourage you to look to the bottom of this post before choosing your option :).

I have seen a lot of posts on this forum regarding the state of naval warfare; and I'll agree for the most part, it could use a rework. That said, I want to get a "pulse" of what this playerbase actually thinks of what irks them the most; as individual posts within individual threads all seem to sound like what is wrong to "them" is what is "actually" wrong.

The best way to do this, I figure, is by asking the question in broad.


That said, I would like to make a few statements, so that there is no confusion.

1) I don't work for Paradox.

That should be pretty evident from my option #7, as Johan himself has stated he won't do it :p. This is not like Kallocain's "what would you like to see in 1.4" thread. Nothing voted on in this poll will dictate future... well, anything. I just want to see what the "primary peeve" is.

2) These are not mutually exclusive.

Some of these compliment each other, and none really stop any of the others from being done as well. Like above, this isn't a "what do you want to see", it's a "what irks you the most" poll.

3) This is about mechanics, not implementation.

This means 2 things: A) That I have no idea which of these would be harder to code; I'm not making this poll with "ease of change" in mind, so don't vote/not vote for something because you think "it would be too hard to code"... and B) This doesn't include the AI as a poll choice, because I'm not after "how bad the AI uses fleets" as this poll's topic, rather just the mechanics of the units. Yes, I think the AI is horrible with fleet maintenance too, but that has nothing to do with the ships themselves :p.

4) I was tired as I typed this.

Due largely to the time difference between myself posting this and the mods in Sweden actually seeing it, and me wanting to put it up as close to their start time as possible :D. If anyone wants further explanations of the poll choices, just ask, and I'll try and clarify (by editing this first post if possible). And of course, feel free to post any opinions/thoughts (within forum guidelines ;)) yourselves, as this is an opinion poll after all.





--- FURTHER DESCRIPTIONS

Due to poll options only being a max of 100 characters, I've trimmed them down... here's a semi-expanded explanation of what they mean:

1) The other ships in the fleet can stick around and fight if they want to, perhaps based on a fleet's "aggressive/defensive/passive" setting. And CAGs can stick around as well, even if the carrier "flees".

2) Possible fixes would be to reduce the staking penalty for naval and port strikes or to give CAGs a new "anti-ship patrol" that continuously circles the Carrier Fleet's adjacent seazones looking for ships to attack

3) Their effect, as well as all ships capable of shore bombardment, on nearby combat should be looked at, and they should also get a new "shore bombardment" mission.

4) Either by a "combined arms" type bonus, or by changing a fleet's stacking penalty to base each ship's penalty on the number of the same type of ships, rather than total number of ships, in the fleet (I.E. a fleet of 4BB and 8DD has each of the BB act like a 4-ship penalty, and the DD each act like an 8-ship. The base penalty per ship should be higher for larger ships).

5) They should either do more damage (to abstract each "destroyer" as being multiple ships attacking at once), or should build much faster (making the "abstraction" more generally represent single ships). at the very least, damaged destroyer (and sub) groups should be able to "reserve" each other, akin to the airforce equivalent mission".

6) Torpedoes do a lot of damage when they hit successfully, they were just dangerous and iffy propositions. "Surface attack" should be split into "Gun attack" and "torpedo attack"; Gun staying as surface is now, and Torpedoes doing high damage, but (for realism) have a high base degree of inaccuracy. Torpedo tech should then apply to more than just subs.

7) Techs and Doctrines should all be reviewed so that these 3 types of units can better hold their jobs up to the standards of BB, CV, and other planes. For SHBB, it shouldn't be a "Dead end"; better main guns don't necessarily have to mean continuously increasing caliber, just overall improvement in performance, so capital techs should apply to them. Or, at the very least, AA and doctrines.

8) Perhaps by getting a "first strike" against any fleet they aggressively engage, or by having their combat be more like real subs... 1 shot and run. And they certainly shouldn't be getting torn up by Battleships.
 
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Pugmak

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Actually, those were all good choices.

I try to avoid the naval part of this game, as much as I can.
 

Alex_brunius

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Some good suggestions. Here are my comments on them.

2) Possible fixes would be to reduce the staking penalty for naval and port strikes or to give CAGs a new "anti-ship patrol" that continuously circles the Carrier Fleet's adjacent seazones looking for ships to attack
Agreed. A CAG should be able to easily survey and patrol seazones at least out to half their maxrange. Id also suggest giving CVs with CAGs based on them a kind of "radar" passive detection out to that range to represent small scale scouting.
Another thing to lessen the problem with high stacking penalties would be to have the AI divide the fleets CAGs on CAG-duty to different missions. In a fleet with 6 CAGs 1 could keep scouting those adjacent zones, 2 could battle enemy CAGs half way between the fleets and 3 could strike at the enemy fleet.

4) Either by a "combined arms" type bonus, or by changing a fleet's stacking penalty to base each ship's penalty on the number of the same type of ships, rather than total number of ships, in the fleet (I.E. a fleet of 4BB and 8DD has each of the BB act like a 4-ship penalty, and the DD each act like an 8-ship. The base penalty per ship should be higher for larger ships).
Interesting Idea, don't think I've seen that one with separate stacking before. It would really encourage versatility in fleets. Another thing regarding stacking that I think is wrong is that it can go so high none of the ships may fire at all. Huge fleets with thousands of ships were used historically both off Okinawa and in the Channel at D-Day. Neither of these fleets were easy kills. So instead of a simple stacking you could have a kind of diminishing returns system, where adding a further ship never reduced the total combat power, but would be less and less efficient the more ships your adding.

6) Torpedoes do a lot of damage when they hit successfully, they were just dangerous and iffy propositions. "Surface attack" should be split into "Gun attack" and "torpedo attack"; Gun staying as surface is now, and Torpedoes doing high damage, but (for realism) have a high base degree of inaccuracy. Torpedo tech should then apply to more than just subs.
This is a suggestion I've made aswell many times. Torpedoes and guns are behaving very differently. The absense of torpedo attacks for example is imho one of the reasons screening ships are so useless. Because if it was in, then its efficiency should depend on how many screens are in the way. No screens = free kills on the capital ship for those CAGs/DDs/SS.

7) Techs and Doctrines should all be reviewed so that these 3 types of units can better hold their jobs up to the standards of BB, CV, and other planes. For SHBB, it shouldn't be a "Dead end"; better main guns don't necessarily have to mean continuously increasing caliber, just overall improvement in performance, so capital techs should apply to them. Or, at the very least, AA and doctrines.
Agreed fully, this was one of the first thing I modded. To have techs increase Battleship organisation but none that can repeatedly Increase CAGs org & morale is just silly.

8) Perhaps by getting a "first strike" against any fleet they aggressively engage, or by having their combat be more like real subs... 1 shot and run. And they certainly shouldn't be getting torn up by Battleships.
To be honest subs sea attack values can never reach high enough levels for a single sub to be able to threaten a capital ship. With the current fleet combat mechanics (even if "first strike" is introduced) that only leads to huge fleets of subs annihilating everything in their path. I have two other more drastic suggestions to prevent the core of this problem. How can we have a single sub be lethal, without a fleet of 30 being totally overpowered?

# Give subs a much higher stacking penalty, say 10-20% each. That should limit the fleets with subs in to just a few flotillas. This also means subs never should join an ongoing combat because their stacking would probably destroy all hopes off winning. (unless your brilliant suggestion 4 is implemented).

or

# Remove subs from fleet battles altogether. Have their impact on capital ships work like convoy raiding missions where they randomly strike passing ones. Most of the time encounters would just be a sighting report or a damaged capital ship. Outcome should be dependent on escort amounts and technology and player should still get info for example:

"One of our subs in flotilla 11 spotted an English taskforce with 2BBs & 1CVs. It attacked the enemy capital ship Ark Royal with an efficiency of 123% and the taskforce 2 screens was defending with 67% efficiency. We estimate moderate damage was inflicted to them and our sub escaped with minor damage."
 

unmerged(162341)

de Vauban
Sep 4, 2009
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Naval warfare is not transparent and practicaly next-to uselles without proper command hiarachy for the Navy,the same counts for airforce but naval problem is even greater.

Strategical naval activities are practicaly, theorethicaly ,tacticaly and operationaly separate problem that is in HOI III ,as it is currently, pushed in annatural commanding enviroment totaly tuned for ground forces.

Separate strategic command for the Navy(and Airforce) with sets of commanding options tuned for navy(and airforce)..or nothing.
 
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Alex_brunius

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Naval warfare is not transparent and practicaly next-to uselles without proper command hiarachy for the Navy,the same counts for airforce but naval problem is even greater.
Even more micromanagement and HQs is the last thing the naval game (and HoI3 in general) needs :/

Besides a shared command structure was the reality in almost all cases. In the pacific Naval Commanders were in charge of the land & air units aswell, marines & soldiers. In the European theatre Eisenhower and his army HQ was in command of all bombers and ships aswell.
 

Karelian

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Remove subs from fleet battles altogether. Have their impact on capital ships work like convoy raiding missions where they randomly strike passing ones. Most of the time encounters would just be a sighting report or a damaged capital ship. Outcome should be dependent on escort amounts and technology and player should still get info for example:

"One of our subs in flotilla 11 spotted an English taskforce with 2BBs & 1CVs. It attacked the enemy capital ship Ark Royal with an efficiency of 123% and the taskforce 2 screens was defending with 67% efficiency. We estimate moderate damage was inflicted to them and our sub escaped with minor damage."

Nothing to add here.
 

unmerged(162341)

de Vauban
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Even more micromanagement and HQs is the last thing the naval game (and HoI3 in general) needs :/

Besides a shared command structure was the reality in almost all cases. In the pacific Naval Commanders were in charge of the land & air units aswell, marines & soldiers. In the European theatre Eisenhower and his army HQ was in command of all bombers and ships aswell.

I cant agree.

Micromanagement is as it is.

You must place naval forces and airforces under some command,and currently strategic command for airforce and navy is not suitable.
note that I am using 2 terms, strategic utilisation of navy and airforce, and tactical(combined) utilisation.
What AI stance can you give to HQ that controls your ships or planes?

Atack?Defence?,Blitzkrieg?

Will you blitzkrieg your ships and planes?

Of course combined actions of airforce, navy and ground troops could stay as it is,with airforce and navy utilised in tactical purposes.(atached to army HQ-s as it is).

For strategic purposes,like strategical mombardment,air atrittion/superiority over enemy or in home air defence, naval operations on high seas, submarine warfare etc..-we need strategical chain of command for navy and airforce, suited for navy and airforce.

Here is my elaboration of the problem and idea, which anfortunately to little people recognise as capital problem of this game.

http://forum.paradoxplaza.com/forum/showthread.php?t=457996

Untill this will be changed,naval warfare cant be fixed,as well as airforce strategic utilisation..
 
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My vote would be none of the above.

My issues are
a) unlimited AI range - addressed in 1.4
b) unlimited rebase range
c) unlimited time at sea
d) Naval units don't fight as fleets - a DD with a CV should stay with it.
e) limited range and frequency of CAG missions.
f) fleets should detect independently - currently if one finds the enemy they all fight.
g) convoy routes too predictable, and you can't control the route - e.g. the UK stopped convoys going through the Med. when Italy joined the war.
h) Blockages don't work right - such as: unseen passing ships can block a unit crossing a straight; you have to have a unit in one specific province to block the Suez canal where it should be control of any adjacent province.
 

Blackie27

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All of them. But the one I get so frustrated by is number one. Too many times I spend ages making a Carrier only for it to get destroyed up by a fleet that doesn't have a Carrier.

In real life Carriers stayed well away from any enemy surface ships, so this should be in the game,.
 

Adm. Spruance

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Biggest peeve is when turning ships over to the AI to command they create many little fleets of 3-6 ships (max) instead of a few larger 12, 18 or 30 ship fleets which is what the admiral's skill level is able to command.

The enemy does the same thing, so if I micromanage and control the fleets the naval war does not provide much of a challenge.
 

Fredgard

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Before voting I have one question, what is "peeve"? No translators has that word, hoverer they suggest: peek, peel, peer, peep and pee.
 
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