I don't see how this is connected to being able to place a ship anywhere. I came up with the solution in that thread to limit deploys to size of ports where capital ships could only be deployed in 8 or above, and everyone shot it down because they want it to be clicking on a province to build,...
Yeah... As has been mentioned, many of us don’t think this is actually a solution. Not to the major of issue of building a fleet pop-up battleships, out of harm’s way in the production queue, prior to deployment at least.
As for your other suggestion about representing the main ship components.
I...where you have a HULL, FRONT GUNS, REAR GUNS, etc this idea could amplify this idea much more.
http://forum.paradoxplaza.com/forum/showthread.php?773403-New-Naval-warfare-suggestion... .
I think it’s great idea. I really do.
And give me a damage report that shows a cartoon of the ship’s outline with red bits (maybe even
flashing red bits wooaahh… immersion!!!) alongside a list of “equipment” that’s been knocked-out/destroyed.
I really don’t think it would be that much of a drain on processor power either and, for the amount of realism, tactical representation and strategic impact a single hit could cause (imagine getting a battleship neutralised by a 5” shell, taking-out her fire control or an escort carrier sinking a heavy cruiser by hitting her torpedoes!), it would be a vast improvement to the game. IMO anyway.
I’m not so much of a fan of the mechanics you suggest for repair though. In my mind, temporary repairs and patching-up are represented by regaining Org. Any major component of a ship put out of action would almost always require the ship to return to a port capable of building her. And so it should be in game.
Exceptions to this would be:-
Hull: You can patch & pump-out any flooding (restoring Org) but, perhaps, only 10% of the damage suffered should be repairable (regain of 10% Strength lost)
Flight deck: There are many instances where these were patched-up with concrete and put back in to service in about an hour or so. Perhaps this was Brit’ carriers. The odd occasion where a centreline lift was crippled is another matter, of course.
Engines: Again, you’re going to struggle to do much to repair damage to this kind of equipment without the proper machine shops so I’d suggest, perhaps, 10% damage (Strength?) recovery but this would need to be tied-in to a speed reduction for engine damage mechanism in the first place. We used to use two rules. After losing 50% of a ships “hitpoints” it lost 25% of its top speed, after 75% it would lose another 25% of its top speed and… that a penetrating hit on engines caused a 1kt reduction in speed per inch in diameter of the weapon. You could get half your loss back (if you were still afloat) at the end of a battle. Anything else required facilities.
I can still see most of this repair-at-sea/damage control being adequately represented by regain of Org (if this exists in HoI IV) which goes more quickly in
any port. But the big stuff, as you say, requires a big port, with a big dock & appropriately large facilities (infra? Specific dry-dock building?).
A lot would depend upon how damage is tracked and if there’s a distinction made between crippled (repairable at sea) and destroyed. We used to keep track of the ships “hitpoints” and any specific component that got hit was either knocked-out (if its armour didn’t protect it) or not. This was a convenient way to track cumulative damage against the ship and critical hits without being overly complicated.
Weather damage would be another good idea.
I’ve seen me send de-orged ships below 10% strength to the nearest friendly port.
Why did I do that? I could have just sent them home.