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MrBaggins
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When you say what to do... do you mean.. what to do with the bug... or in general?
In terms of the bug... I don't see why the rules of positioning and attack shouldn't be exactly the same as land combat...
I.E. Ranged and bombard capability mean second row... based on the same rules as land combat.
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MrBaggins
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Well.. imagine the following situation...
You have the following naval fleet:
1 Troop ship
1 Aircraft Carrier
2 Battleships
4 Destroyers
1 Sub
Your opponent attacks you with
4 Destroyers
2 Subs
I think the battle should line up this way.
Non Combatant Row... Troop ship
Ranged/Bombard row... Aircraft Carrier, 2x Battleship
Frontline row... 1 Sub (flanking), 4x Destroyers
vs
Frontline row... 2x Sub (flanking), 4x Destroyers
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tyrantpimp
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I think they just simplified naval combat because think about it. Destroyers would be predisposed to attacking submarines, and they could definitely "flank them"
Naval battles occur at high speeds multiple ships engaging each other all the time.
Think about this
5 Fire triremes against 3 fire triremes
Your gonna loose at least 2 or 3 ships while the others wait their turn in battle. But triremes most certainly have archers on board rams and greek fire. Why are they just sitting around and not engaging?
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MrBaggins
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Well... depends on the type of sub. Old submarines, certainly... but new front line submarines can almost certainly outflank naval convoys... given their longer and higher sensitivity passive sonar.
I absolutely agree about the situation you gave.
I'd want to resolve it by having 3 vs 3 and the 2 others as ranged attackers, I guess.
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tyrantpimp
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Good point modern attack subs would have to be given special consideration.
This has got me thinking about the future naval units how would you approach combat with them?
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MrBaggins
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Well... I wouldn't try getting too fancy. There is a lot of scope for getting detailed, but too much detail will get away from the big picture, and make it difficult for the AI to adapt to.
If I had my way, the modern naval units I'd have would be (provided we had a couple more size classes)...
- Aircraft Carrier - carries 5x naval air (large air?) not land based (huge air)
- Battleship - carries 1x cruise missile/tac nuke (Tiny air?)
- AEGIS Destroyer - Active air defense
- ASW Frigate - carries Helo-usually ASW type, which has 1 round of fuel, and a vision range of 2, which spots subs (medium air)
- Nuclear Sub - Active sea defense, carries 2x cruise missile/tac nuke
Aircraft Carrier would be ranged... so ranged row. Battleship would be (strong ranged) bombard (but do pretty well in front row too). The Destroyers and Frigated would be frontline, but have reasonable ranged attack levels, and the Nuclear Sub would have flanking.
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MrBaggins
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ADDENDUM...
If we're using the basing/mission system for aircraft, you'd need a recon mission for certain aircraft, like the ASW helo.
For example, the ASW Helo might, for one turn, extend the vision range, and add an additional vision class (to see subs) to the carrying unit, if the carrying unit doesn't have it.
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Protra3211
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What if sea units could not attack cities?
By the time you reach the moder age sea units can cause alot of damage to the AI millatry
Example -with just one 12 stack of battleships you can attack most AI cities and wipe out all their units.
Leaving it ready for quick capture. Design change should have a rule that sea units cant attack cites. Also could only have a six stack. Sea units should only attack other sea units.
You then would have to broaded your unit base before sending troops by sea.
Such as subs to clear the waters for ships-Destroyers keeping the way safe for troops ships . Air units on aircraft carriers would soften hard targets
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Protra3211
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Thats a good point Martain
Maybe building upgrades in cities could help support defence
Now that you have the code it would be best to press ahead for a smarter AI then changing the game rules .
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MrBaggins
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Modern naval battle groups rely on rotary ASW platforms, for them to have adequate protection against submarine threats. Modern nuclear attack subs would engage and attack from outside almost any ships effective detection range.
ASW Helos are a class unto themselves, because they carry and deploy sonarbouys, and can launch torps and depth charges to prosecute subs before a sub can engage the ships. There are myriad ASW Helos... certainly more than Stealth Fighters and Bombers... and they got their own classes...
While you absolutely could abstract the process... just extend the vision range of the frigate, by including an abstract Helo, the point is combined capability... just like the active air defense of the carrier requiring enablers to take effect.
As for adding MM, recon missions are intended to reduce MM... instead of unloading an air unit, flying it around in a pattern, and landing it again, just select recon. You could (and should) have this for planes based at land cities, too.
Automation would be possible... recon this unit/stack until it discovers a previously unseen unit.
Even if we choose not to use the ASW Helo in the main game, we shouldn't limit CTP2 features because something isn't necessarily in the main game. CTP2 is about flexibility, for modification. As for the ASW Helo in particular... we can let a playtest decide, when everything is more finished.
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MrBaggins
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Hmmm... a controllable battle game between naval stack battles?
I don't think its a good idea at all.
I just think that the order of battle has to be sorted out.
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Gilgamensch
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France
Jun 2002 time: 06:33
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Don't want to confuse everyone, BUT
Even the old ships used by the greeks and roman already used flanking attacks. At this time it just depended on the numbers.
Similar for the 16th/17th century with the Caribean See (Pirates).
Or the defeat of the Armada.
It was hardly ever a 'bow-to-bow' fight.
This would mean (theoratically) that any ship would have flanking ability.
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tyrantpimp
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quote: Originally posted by Gilgamensch
Don't want to confuse everyone, BUT
Even the old ships used by the greeks and roman already used flanking attacks. At this time it just depended on the numbers.
Similar for the 16th/17th century with the Caribean See (Pirates).
Or the defeat of the Armada.
It was hardly ever a 'bow-to-bow' fight.
This would mean (theoratically) that any ship would have flanking ability. |
I concur
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MrBaggins
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Flanking is relative...
A unit that would be able to flank in one era may not be able to in another: E.G. a knight may not be able to flank a mechanized army.
Instead of having a flanking flag, how about a mobility value?
If a unit has a mobility value 50% higher than the average mobility of the opposing forces, and its an attacker, then it flanks for that battle.
I think it should be modified by the relative number of troops, but I'd work on a formula for it.
Last edited by MrBaggins on 13-02-2004 at 07:25
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tyrantpimp
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How would that work out exactly? Would mobility be taken into consideration for the entire force or on a per unit basis?
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MrBaggins
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Mobility for a single unit would be measured against the whole of the opposing force. Thats my thinking, anyway... and determines if the unit is flanking for that battle.
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Maquiladora
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quote: A unit that would be able to flank in one era may not be able to in another: E.G. a knight may not be able to flank a mechanized army. |
But why simulate "mobility" if the Knight gets beaten anyway by HP/FP/A/D/R?
What would mobility ADD to fun factor? is basically my concern.
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MrBaggins
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Another example would be if a large attacking force were attacking a smaller defensive force, then the larger force should theoretically have some attackers flanking, even if they don't have flanking troops.
Infantry can't flank right now... even in superior numbers, and it makes no sense...
You might say well, the larger force (say 5) will overwhelm the smaller force (say 2) anyway... but what if you're talking about the smaller force being tougher troops, like Machine Gunners, and the larger force Infantry... not so terribly far apart in ages.
It allows you to differentiate the movement capability of units, within battle, in more than just 2 states.
One kind of flanking certainly isn't enough for naval units, as has been pointed out... but certain industrial naval units would certainly be able to flank ancient ships, but not modern ships, and modern ships might flank industrial ships but not nuclear subs or the moray striker...
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Maquiladora
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quote: Another example would be if a large attacking force were attacking a smaller defensive force, then the larger force should theoretically have some attackers flanking, even if they don't have flanking troops. |
I think combined arms and stats simulate enough already for a realistic result.
quote: Infantry can't flank right now... even in superior numbers, and it makes no sense...
You might say well, the larger force (say 5) will overwhelm the smaller force (say 2) anyway... but what if you're talking about the smaller force being tougher troops, like Machine Gunners, and the larger force Infantry... not so terribly far apart in ages. |
I dont get your point... the Infantry would win anyway (vanilla ctp2), with or without "auto flanking".
quote: ... but certain industrial naval units would certainly be able to flank ancient ships... |
Its already obvious the Industrial unit is stronger with FP/HP/A/D/R would annihilate the ancient ship, so why simulate mobility of the fight?
Again i ask, what fun would mobility add? Because its not necessary for realistic results. I also think it would be easier to balance all units without it.
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MrBaggins
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OK, Maq, you've convinced me... no need for a mobility stat, instead of a flanking flag... just ensure the flag is on every unit in a given era with superior battlefield mobility.
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