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Kalelovil

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I don't know if this idea has been raised before but I would like to propose that capital ships rather than using a general strength level to represent all kinds of damage instead have seperate measures for the integrity of the various subsystems such as engines, steering, gun batteries etc. Also, damage to particular systems would have particular effects on for example speed or attack values of the ship depending on the part. Using this system we could further model that various forms of attack against the ship do not do the same general damage as the system currently portrays, rather for example submarines would have a damage or chance to hit multiplier against steering and propulsion but unlike planes would not be able to do damage to systems above the waterline. All attacks to various extents woudl also do damage to a seperate measure of hull strength which would determine when a ship is definitively sunk. I believe a system like this would integrate well with what paradox are proposing for HOI3 with ships already being composed of seperate subsystems.
To make it clear I am not proposing any sort of micromanagement of choosing certain parts to focus attacks on.
 
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daemonofdecay

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I don't know if this idea has been raised before but I would like to propose that capital ships rather than using a general strength level to represent all kinds of damage instead have seperate measures for the integrity of the various subsystems such as engines, steering, gun batteries etc. Also, damage to particular systems would have particular effects on for example speed or attack values of the ship depending on the part. Using this system we could further model that various forms of attack against the ship do not do the same general damage as the system currently portrays, rather for example submarines would have a damage or chance to hit multiplier against steering and propulsion but unlike planes would not be able to do damage to systems above the waterline. All attacks to various extents woudl also do damage to a seperate measure of hull strength which would determine when a ship is definitively sunk.
To make it clear I am not proposing any sort of micromanagement of choosing certain parts to focus attacks on.

While I wouldn't mind something like this, especially as it doesn't add any micromanagement, it seems that the best way is just to keep things more generalized. Otherwise you'll have a bunch of people complaining that the HMS Hoods guns dont do enough damage to steering or some other sillyness.

Because to be frank, this sounds more like a tactical aspect of war that doesn't need to be modelled in a strategic level game.
 

Alexander Seil

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I support this idea, in principle, but not in such specificity. We don't really need to track if turret X on battleship Y was knocked out. What we need is -

Flotation damage - determining the chance of a ship being lost at sea and its speed.
System damage - basically damage to attributes as in HOI2.
 

TheLand

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I don't know if this idea has been raised before but I would like to propose that capital ships rather than using a general strength level to represent all kinds of damage instead have seperate measures for the integrity of the various subsystems such as engines, steering, gun batteries etc. Also, damage to particular systems would have particular effects on for example speed or attack values of the ship depending on the part. Using this system we could further model that various forms of attack against the ship do not do the same general damage as the system currently portrays, rather for example submarines would have a damage or chance to hit multiplier against steering and propulsion but unlike planes would not be able to do damage to systems above the waterline. All attacks to various extents woudl also do damage to a seperate measure of hull strength which would determine when a ship is definitively sunk. I believe a system like this would integrate well with what paradox are proposing for HOI3 with ships already being composed of seperate subsystems.
In an ideal world we would have something like this - and the fact that these attributes are determined seperately in the design stage helps as well.

Can't really see it happening, though - and nor is it the most important thing to fix in naval combat. It woudl be a godo start if a light cruiser didnt' have the same basic resilience as a super-battleship ;)
 

unmerged(42324)

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Can't really see it happening, though - and nor is it the most important thing to fix in naval combat. It woudl be a godo start if a light cruiser didnt' have the same basic resilience as a super-battleship ;)

Wouldnt be hard to implement either. just add another parameter to the damage equation:

Naval damage = Damage*X

here X is the resilience factor, for a battleship it would be 0,1 for a destroyer only 0,9 or something. the numbers are just random to illustrate;)
 

PIT_AMERO

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Sorry pal, but I don't like very much your idea.
AFAIK it will be a grand strategy game, so as commander in chief the player will be only interested in "Did we sunk, that bloody ship" and no in " How much damage we cause to the engines of X heavy cruiser".
 

Kalelovil

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As an less complex alternative there could instead be a chance that certain subsystems are crippled (reducing related attributes by a set amount) when a ship is damaged, depending on the form of damage. For example when a submarine (and I suppose torpedo bombers) succeeds in damaging a capital ship there could be say a 5% (modifed by the quality of the subsystem/attackers attributes/doctrines) chance that the propellors are crippled reducing speed to 50% until they can be repaired at a high enough level port. I don't have the HOI2DD armaggedon expansion so I am unaware if something along these lines is already modelled by it's naval attachments system.
 
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TheLand

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Wouldnt be hard to implement either. just add another parameter to the damage equation:

Naval damage = Damage*X

here X is the resilience factor, for a battleship it would be 0,1 for a destroyer only 0,9 or something. the numbers are just random to illustrate;)

I agree. Or they could simply give individual destroyers strenght 10 and the Yamato strength 150.

See, PAradox, it's easy! :)
 

Alex_brunius

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I support this idea, in principle, but not in such specificity. We don't really need to track if turret X on battleship Y was knocked out. What we need is -

Flotation damage - determining the chance of a ship being lost at sea and its speed.
System damage - basically damage to attributes as in HOI2.
This would be the best way to handle it I thinks. Then we could have torpedos from for example destroyers actually threat battleships while their guns couldn't do much to silence the battleships main artillery (Granted ships have defensive stats versus both aswell).

If you want to knock out a battleship you use bombs/bigguns, if you want to sink it you use torpedoes.