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elpeladopocione

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Jul 24, 2006
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I really think you should go with the HSR Mod approach for Submarine Warfare. Meaning, Subs have little or no ORG at all what makes them disengage of any naval battle just an hour after it began. Also convoy raiding was improved as well as ASW as now subs are really hard to sink in one hour naval battles. After playing many mods I think that this approach was the best at modeling the actual role subs should have. I do know that many carriers, and BBs were sunk by subs, but in terms of gameplay they have an specific role. That role was preety unclear in HOI2:DD but i think HSR really nail it in terms of sub warfare.
 

Lennartos

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I really think you should go with the HSR Mod approach for Submarine Warfare. Meaning, Subs have little or no ORG at all what makes them disengage of any naval battle just an hour after it began. Also convoy raiding was improved as well as ASW as now subs are really hard to sink in one hour naval battles. After playing many mods I think that this approach was the best at modeling the actual role subs should have. I do know that many carriers, and BBs were sunk by subs, but in terms of gameplay they have an specific role. That role was preety unclear in HOI2:DD but i think HSR really nail it in terms of sub warfare.

Erm... yes... they did a pretty good hack there (thats also how i played in the good old HOI2 days)... now please just wait until our naval dd ;)

I really shouldnt comment on how we solved it :wacko:
 

elpeladopocione

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Jul 24, 2006
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Im really waiting for this game as HOI3 was such a dissapoinment. Another thing I would love to see is some kind of dissent feedback based on war progress. Something like hoi3 implemented for National Unity? I mean I really hated getting the "War Dissent" random event when playing hoi2 and having conquered the whole world... You could implement some dissent based bonuses and penalties based on maybe your starting/current VP count?

Edit: sorry, but this second post is really off topic :p.

Edit2: maybe on a second thought this VP count dissent thing its too of a powerful loop as player that are winning would get bonuses and players loosing will get penalties making it easier/harder depending on the situation.
 

Kahless

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Erm... yes... they did a pretty good hack there (thats also how i played in the good old HOI2 days)... now please just wait until our naval dd ;)

I really shouldnt comment on how we solved it :wacko:

I Hope that's your next DD I always love playing with the Navy even more than the army.
 

koontz

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Lennartos

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Must... resist.....

... resiiist....

RESISTANCE IS FUTILE :cool:

ok one hint....
Navalcombats now have an active AI implemented, with control unit behavior during combat... That means unit disengage if they have no chance of winning the fight. :D

That also means that subs try to remain hidden and try to disengage ( except if they have nothing to fear, like if they meet transports)
 
Last edited:

Wildcat_PL

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We... are.... the Borg... (they were the uniformed community) thanks mate... :)

Ok, the Ai now disengages if it calculates the battle to be a total unwinable. So even with superior doctrines i might not score enought hits if i let them run.
So the speed ot the naval units is going to be a key factor in the battle. We know from the previous announcements that the enemy has to work out a proper distance before it can disengage, so having a superior speed will not allow it to run away.

Now, when I hear its going to work properly I look forward the the naval DD even more :D
 

Alex_brunius

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We know from the previous announcements that the enemy has to work out a proper distance before it can disengage, so having a superior speed will not allow it to run away.
This is my major concern. Logically a subs very slow speed should make it impossible for them to run away from faster destroyers, so some special rules should be needed here.
 

Balesir

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This is my major concern. Logically a subs very slow speed should make it impossible for them to run away from faster destroyers, so some special rules should be needed here.
I'm gonna resist temptation - you'll have to wait for the naval combat DD, sorry. ;)
 

Wildcat_PL

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I'm guessing in case of subs running away from destroyers its going to be more dependant on weather and day/night conditions. Those conditions are going to lower hunting force under water detection and make the speed less important. At least untill some doctrines, techs can be researched (sonar, carrier escorts in convoys, land based air cover)
 

unmerged(129995)

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Dec 27, 2008
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This is my major concern. Logically a subs very slow speed should make it impossible for them to run away from faster destroyers, so some special rules should be needed here.

Now THERE'S a big reason to research Electric Boats.
 

Wildcat_PL

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Yes but electric engines would rather much lower the visibility and less improve the speed. I mean the lower visibility would be a bigger bonus.
My guess is that detection and visibility will not only decide whenever the battle starts (do they find each other in the same sea province) but will also be crutial for the whole battle. So the subs might "in battle" avoid combat, increase distance, avoid damagte etc.
 
Apr 7, 2005
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Yes but electric engines would rather much lower the visibility and less improve the speed. I mean the lower visibility would be a bigger bonus.

Not at all. The XXI could run 17 knots underwater, for a long period. Submergibles could do less than half of that for a few minutes. So electric engines not only greatly lowered visibility, but above all things allowed submarines for the first time in history to make an attack run fully submerged. Before that, a submergible required the snorkel to use the diesel engines for an attack run, thus making them so easy targets for well protected covoys.

But if the only way to spot a submarine is by stacking a few destroyers with sonar on top of it and waiting for the torpedo traces in the water, the battle in the Atlantic suddenly will turn exciting again.
 

Wildcat_PL

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this is what wiki says about type XXI:
Code:
Surfaced:
15.6 kn (28.9 km/h) (diesel)
17.9 kn (33.2 km/h) (electric)
Submerged:
17.2 kn (31.9 km/h) (electric)
6.1 kn (11.3 km/h) (silent running motors)

and this about VIIC which is one step backwards in HoI2 game:
Code:
Surfaced: 17.7 knots (20.4 mph; 32.8 km/h) 
Submerged: 7.6 knots (8.7 mph; 14.1 km/h)

There is a huge difference in speed, you were right.
Forgive me on my mistake but its all paradox fault, they didn't improve the speed in their game ;)

So electric engines not only greatly lowered visibility, but above all things allowed submarines for the first time in history to make an attack run fully submerged

not only reduced visibility, but above all reduced visibility ??
 
Apr 7, 2005
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this is what wiki says about type XXI:
Code:
Surfaced:
15.6 kn (28.9 km/h) (diesel)
17.9 kn (33.2 km/h) (electric)
Submerged:
17.2 kn (31.9 km/h) (electric)
6.1 kn (11.3 km/h) (silent running motors)

and this about VIIC which is one step backwards in HoI2 game:
Code:
Surfaced: 17.7 knots (20.4 mph; 32.8 km/h) 
Submerged: 7.6 knots (8.7 mph; 14.1 km/h)

There is a huge difference in speed, you were right.
Forgive me on my mistake but its all paradox fault, they didn't improve the speed in their game ;)



not only reduced visibility, but above all reduced visibility ??
Nope. Greatly reduced visibility and greatly increased the offensive capabilities.

Imagine a well protected covoy being attacked by a handful of VIIs:
the convoy is running at maybe 12 knots, too fast for the submergibles to attack the convoy submerged. So they must close in to the surface, use their snorkel and run with their diesel egines to even be able to catch up with the convoy.
The warships protecting the convoy have the ability to spot the submergibles way before they even come close to the convoy by using radar to spot the snorkel, they can send out aircraft to kill them off before ever reaching the convoy, and even if the submergible manages to dive it is neither silent enough nor fast enough to escape the depth charges from the destroyers.

That is why the Germans lost the battle in the Atlantic, the technology simply was outdated with the invention of aircraft based radar.

Now you have the XXI:
It can make a fully submerged attack run at the convoy, get a torpedo lock on a ship before the escorts even notice what is there, and then easily escape with their silent mode, fully submerged the whole time, nothing for a radar to get a lock on, and by the accounts of the US Navy which tested a couple XXIs in 1946, pretty much undetectable even if they parked their best ASW destroyers directly on top of a ship (they got the position radioed from the sub, but no technology available could detect anything meaningful).
One of the very few accounts of a XXI that saw service notes an attack run (without ever firing though) on a british warship. When the ship logs were examined by the Royal Navy later on, the British captain didn't even know the sub had the torpedos locked on them until he read the logs himself.

That is an incredible increase in offensive capabilites, that nowhere near found its result in the stats of HoI: a pitiful increase in stats, creatly increased costs made XXIs even less attractive in the game.
In reality, they ushered in a new era of the submarines (which ultimately led to the development of anti-submarine submarines, the only effective weapon against a modern submarine), so greatly could have changed naval combat if used in proper numbers (and with enough time to participate in combat).


So lower visibility is one small aspect that changed with the introduction of the first real submarine. Much, much higher offensive capabilities is another side of the XXI.
To compare the differences, it's best to examine a WW1 tank with a Panther, just that this jump in technology occured within a decade.
 

Wildcat_PL

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Ok so lets assume the subs will also have the brigades attachments.

Lets say that we have a empty HULL with some attachments: ENGINE, TORPEDOES, ANTI-AIRCRAFT, SONAR.

And there are techs increasing bonuses from every brigades as well as possibility to create newer model HULLS. In some specified year the player can unlock a secret tech giving him electric engines and electric propelled torpedoes. This is how I see it.

Standart diesel engines will slowly increase range and speed. Torpedoes will increase convoy_attack, naval_attack and AA logically aa_defence. Sonar would give higher see_detection and submarine_detection. With each new hull design there would be a lower visibility, bigger range, different "base" fuel and supply consumption.
Now the special electric will engine will increase speed and lower visibility, but not improve attack. Electric-propelled torpedoes will improve convoy and naval attack and lower visibility.

How do you like those propositions?
 

unmerged(129995)

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Dec 27, 2008
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Why on earth would torpedoes increase convoy attack? Subs used cannon whenever possible to save on the more powerful torps.
 

Wildcat_PL

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Why does bigger guns give more punch, obviously for gameplay reasons. And with the current supply system, any navy would go to resupply after heavy fighting, so no problem with limits on torpedoes.

but seriously. They swim faster, close faster to enemy, give him less time to react, give more punch, more powerful explosives.