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Dec 1, 2002
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I'm not seeing much consensus here on definitions. We need to speak the same language, have the words mean the same things.
 

Makeyourownmind

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You are looking at ship's strength the wrong way. 10% is not "just about to sink." It's 10% away from being so crippled that sinking is inevitable. I look at ship Strength as a measure of how battle worthy the ship is, A ship at 10% strength is not unseaworthy and 0% does not mean literally sunk. The USS Yorktown was at 0% after the battle of Midway despite still being afloat for the next two days.

0% means that the ship is as good as sunk even though it might still be afloat "IRL."

10% means MASSIVELY damaged but still very much seaworthy.

This is why I don't like the idea of ships having a risk of sinking due to storms especially at 90%. You would be fired from the Royal Navy if your ship was at risk for sinking due to storms after one hit. These are Metal battleships, not wooden schooners. They don't get upset by anything short of a hurricane.

The effects of Damage control is better handled by a doctrine called "damage control" that would work with the naval doctrine tech tree the same way the hospital techs in the current game work with the land tech tree. Couple that with naval combat events like "catastrophic hit" and "Fire" that have a chance of popping up anytime a ship is damaged. The chance and duration of these events would be affected by the ship's current strength, org, experience, and damage control tech. A ship at 95% strength is unlikely to catch fire when hit with or without effective damage control, but a ship at 30% strength has a much greater chance of being sunk by that next hit.

That sounds great! But I would like it if a division of light ships would be represented by brigages of ships you can sink induvidually (and you can reassign a division if you have some understrength divisions of the same type just by clicking a button: reassign [if the computer finds other divisions of that type that are understrength, or else the button is greyed out] and all ships that are needed are reassigned, leaving the rest of the ships in this understrength division), because on hit from a battleship can sink a destroyer, not only damage all of them a little bit what you can repair. And if you have a lot of different shiptypes, heck, you have a lot of understrength ships that don't really fit together.
 

Makeyourownmind

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Did storm-sinking happen in reality? Yes.

Did ship sink after receiving minimal damage that got blown out of proportion? Certainly.

Would Paradox get brutally murdered in critical reception, not to mention having their forums filled with rank after rank of "THIS GAME SUX MY SHIP SANK AT 95% strength!" posts, if people started losing ship at 90%? HELL YES.

Of course that doesn't mean you should always pander to the critics. After all, Paradox is not and probably will never be a mainstream game maker, so there will always be thing the critics won't like. However, you have to weight the pros and cons of defying the critics.

And frankly, the pros of this move...are pretty limited. The number of ships that sank in storms during the war is extremely low (Halsey's Typhoon and one or two other cases, I think?), so the increase in realism from adding it in is minimal. As others have noted, strength is probably best understood as including "Will it be able to return to base", so no benefits to adding losses from minimal damage there.

Ultimately, I just don't see how the benefits of your idea outweigh its massive disadvantages in terms of popular reception.

I second this. Sinking from storms could happen but it wouldn't break my heart if this wasn't implemented. And even if it would be implemented: the chances are so low that I don't think it should have a chance you could express it. On the other hand, you should have a tech called seaworthyness if this could happen. This was a point in reality (the german destroyers were so bad in terms of seaworthyness that they couldn't be used in bad weather) but I don't think it has to be in the game. One point less you have to think about. I would like to think about other things rather than that.

----------------------------------------------------------------------

But to add one thing about sinking due to havy damage: in HoI II I had a ship I was sure it survived the battle with a few percent and it sunk on the way back to the harbour. I don't know if it really happend, because I think I have seen it only once, but since that any ship with less than 20% has to get imediatly in the harbour to get emergency repairs. Since that I thought that ships sunk without a victor stated have sunk on the march back because of damage they received in battle.
 

unmerged(112834)

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im not necessarily advocating for storms, merely that there's no reason they couldn't become a terrain that affected this. the main point however, is that a ship that has had the crap kicked out of it is quite easily in danger of sinking, even if its still able to retaliate.

All damage is not above the waterline and then suddenly a kill blow from below the waterline. all damage is intended for delivery at or below the waterline, its how you sink ships, only in cases where belt armor is too think for your armament is this not the case. I mean honestly, if absolutely nothing were done about it, could a single torpedo sink a bb?, quite probably, if no hatches were closed, almost definitely.

the human element is the ONLY thing that prevents a damaged ship from going under. and if this damage is beyond the crew's ability to cope, now your on dangerously thin ice. If the crew takes too long, or forgets something, or neglects a detail, or isn't aware of something, http://en.wikipedia.org/wiki/USS_Lexington_(CV-2)#Battle_of_the_Coral_Sea, and down goes your ship.

Im not suggesting we should be aiming for high strength losses, it just made case examples of how it might be done easier to suggest. but a ship under 33% had better have some impressive DC/crew skill imo, or it should be at risk of loss. Remember, im not suggestng a permanent risk of sinking until the strength recovers, link this with org, this permits your DC team to 'shore-up' the hull, and get things under control, nothing compared to a yard job, but certainly more seaworthy. Low org, something between low bonus/penalty, rising to a low/moderate bonus at high org.

This by itself would emulate seaworthiness from low DC capability, lower crew skill, lower liklihood of commander traits, and bang, all the bonuses are out the window, making naval terrain effects, like major storms, that much more dangerous.
 

Evie HJ

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I'm well aware of all that, Amram. I said you were right about realism.

The issue here isn't realism, it's good gameplay, which is somewhat important when dealing with a game. And from a gameplay perspective, for a World War II game, it's simply better to have the current system (where ships are lost only in combat, and only by getting to 0%). No, ships didn't have "non lethal hit then suddenly one lethal hit"; in the game hitting 0% is that one point where the damage taken by the ship become too much for your DC teams to manage. The ship is doomed.

(And thus, DC should be represented as either more hit points, or else takign less damage from each hit. Not because the ship is actually sturdier, or because each shot harm its hull less, but because each shot is less of a threat to its crew's ability to keep it floating than the same shot would be to a battle ship with worse DC crews.

Now true, that leave the issue of the doomed ship that went on shooting anyway. Realistically this should be possible; but it's much better to add this to the existing system (for example, with a rule that ships reduced to 0% have a certain chance to stay in the battle until it ends, and keep firing their gun so long as they have organization left. That way you simulate doomed ships that went on fighting, but you don'T end up with frustrating issues like ship randomly blinking off the map out of battle.

Ultimately, this is just a case where the old KISS principle apply (Keep it Simple, Seriously*). If you have the choice between adding lots of mechanisms (out of battle sinking, a DC statistic), or tweaking existing mechanisms (same statistics as ever, a little chance of sinking ship staying in the fight), then the later choice is almost always best, because it's less superfluous data for the player to worry about.

*I know that's not what the principle originally said, but I don't particularly like using the original word.
 

unmerged(112834)

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wasn't all amed at you, lol. that aside, much of what i chase after here int he forums is simply the capability to include it, if not represented in stock. i would be surprised if such a function did not see usage in TRP or SR, or any of the numerous realism mods that will inevitably appear, and all it takes is one to put out the right set of numbers to have alot of people go, oh, wow, that actually was a good idea, or its not nearly as much of a problem as we thought.