 |
|
Rage
|
|
There should be more than 1 type of battleship u can build. It would add a lot to the naval side of things if you could could build different sizes of ships and have the ability to design them-like u could design units in SMAC. You would have to decide wether to sacrifice armour for speed or what size weapons u want on it etc.
Obviously the more firepower or bigger it is the more expensive it will be to make.
you guys hae an opinion on this?
|
|
|  |
 |
|
Libertarian
|
|
That's not a bad idea. In fact, it could probably be more generalized. Maybe you should archive it in the discussion at the top.
|
|
|  |
 |
|
Rage
|
|
ive been playing civ ever since it came out just because i havent posted much here doesnt make me a newbie
|
|
|  |
 |
|
Barnacle Bill
|
 |
Somewhere on the wine dark sea
Oct 2001 time: 00:17
|
|
quote: Originally posted by Zachriel
Naval could use revamping:
- Subs should be able to pick off transports in stacks (some of the time).
- Cruisers should be able to "see" subs.
- Battleships should be somewhat vulnerable to subs.
- Aircraft should be able to sink ships.
- Ships should be able to fire at attacking aircraft.
- Subs should be vulnerable to counterattack for one turn after their attack.
- Fast ships should be able attack then retreat like cavalry (this would help with the Frigate v. Battleship problem). |
I agree with some of this, but not all.
Bombardment should be able to sink ships.
Nothing should be able to "see" subs and attack them in its own turn except modern subs.
Submarine attacks should be treated as a form of bombardment (i.e. no damage to the sub is possible, only to the target).
Subs should be able to pick their target out of a stack.
There should be a seperate bombardment factor for use against against subs, which would be 0 except for ASW units so let's call it an ASW factor. When a sub attacks a ship/stack, there should be a chance (not a sure thing but a chance) for the best ASW escort (i.e. ship with a non-zero ASW factor) in the stack to detect the sub before it shoots. If an ASW escort detects the sub before it shoots, it would to get a first shot at the sub - similar to the way artillery stacked with the defender works in ground combat. Detection should be more likely against a WWII-type sub than a modern one (best model would be two new factors - one for ASW sensors and one for stealth, detection probability being a function of the ratio - and modern subs having the highest sensor factor and stealth factor). After the sub takes its shot, the best ASW ship in the stack would get another chance to detect the sub, this time a better one because the sub has revealed its presence by shooting, and get to bombard it if it detects it.
The bombardment factor and number of rounds of bombardment of a sub should be sufficient to take out even a battleship. However, a sub could be sunk before firing by an escorting destroyer, and if the sub survives a defensinve escort ASW bombardment but is reduced to 1 HP it should retreat without firing.
A modern sub would not be able to act as an escort for other ships, but would be able to detect & respond to attacks by other subs upon it.
There should be an AA factor which "bombards back" against bombarding aircraft, but it would be 0 for pre-modern units of course.
General air units should be unable to detect or bombard subs, but it would be OK if special ASW patrol aircraft with a sensor & ASW factor could be added.
|
|
|  |
 |
|
Rage
|
|
an order where you could set ships to automatically intercept incoming ships or transports would be nice-instead of u having to do it yourself and sometimes missing them!
|
|
|  |
 |
|
Zachriel
|
 |
U.S.A.
Dec 2001 time: 00:17
|
|
quote: Originally posted by Willem
No I'm thinking of a military version of the Caravel. Something with firepower, but no transport capacity. I'm sure there must have been a ship like that then, but I don't know of any examples off hand. |
I'll take another stab at it
The Turkish Man-of-War was called a caravel.
?
Car"a*vel (?), n. [F. caravelle (cf. It. caravella, Sp. carabela), fr. Sp. caraba a kind of vessel, fr. L. carabus a kind of light boat, fr. Gr. a kind of light ship, NGr. ship, vessel.] [written also caravel and caravelle.] (Naut.) A name given to several kinds of vessels. (a) The caravel of the 16th century was a small vessel with broad bows, high, narrow poop, four masts, and lateen sails. Columbus commanded three caravels on his great voyage. (b) A Portuguese vessel of 100 or 150 tons burden. (c) A small fishing boat used on the French coast. (d) A Turkish man-of-war.
|
|
|  |
 |
|
Willem
|
 |
Canada
Dec 2001 time: 00:17
|
|
quote: Originally posted by Zachriel
I'll take another stab at it
The Turkish Man-of-War was called a caravel.
?
Car"a*vel (?), n. [F. caravelle (cf. It. caravella, Sp. carabela), fr. Sp. caraba a kind of vessel, fr. L. carabus a kind of light boat, fr. Gr. a kind of light ship, NGr. ship, vessel.] [written also caravel and caravelle.] (Naut.) A name given to several kinds of vessels. (a) The caravel of the 16th century was a small vessel with broad bows, high, narrow poop, four masts, and lateen sails. Columbus commanded three caravels on his great voyage. (b) A Portuguese vessel of 100 or 150 tons burden. (c) A small fishing boat used on the French coast. (d) A Turkish man-of-war. |
I don't have my game up but isn't there UU named Man-of War? I want something in the same time period as the Caravel, but I don't know the ships of that era very well. Maybe there wasn't one, who knows. Thanks for the effort though.
|
|
|  |
 |
|
John Paul Jones
|
|
If only privateers could capture other ships...
|
|
|  |
 |
|
Dr Strangelove
|
|
Artillery and cannons should be able to sink ships, not just damage them!
|
|
|  |
 |
|
YC4B4U
|
 |
Adelaide, Australia
Nov 2001 time: 14:47
|
|
I think that the desire for an ASW field is indicative of this series of games inability to account for any kind of combat other than that which ocurrs on land.
Hit points, Armour, stealth, indecisive battle, anti-air, anti-missile, anti-sub, anti-ship abilities should also be considered. But not at the cost of gameplay or enjoyability.
It has long annoyed me how easy it is to sink subs without having anti-sub abilities. Subs can only be sunk by depth charge or torpedo (or navigational error). Subs should also be able to share the same square as an opponents units and therefore only be seen by anti-sub units.
Aircraft should be able to see War World II era subs (that is how the battle of the Atlantic was won). But perhaps not later eras.
Ships should be sunk by Bombardment (aircraft, ship and artillery) in the later industrial age and modern age.
In conclusion, many things can be changed to ship combat to make it more realistic - but I still want it to be fun...
|
|
|  |
 |
|
Libertarian
|
|
Maybe they thought the spec sheet said navel combat.
|
|
|  |
 |
|
Barnacle Bill
|
 |
Somewhere on the wine dark sea
Oct 2001 time: 00:17
|
|
By "see" subs I mean to be able to attack them in your own turn. ASW surface ships have effectively zero capability to hunt subs, and never did. They only get a shot at subs when subs attack their convoy/task force. Even in WWII, a destroyer can be seen by a sub before the destroyer can see the sub, so the sub dives & gets away, so they didn't really get subs to any significant degree except when defending a target the subs were coming after. In Civ this would be best modelled by having them unable to "see" subs but have a defensive capability if a sub attacks their stack.
ASW patrol aircraft were effective at hunting WWII subs because they could spot them on the surface (where they spent most of their time) and could pounce on them before the sub could dive. From personal experience, I can tell you they are not very effective against modern nuke boats. If this can be modelled that way, using specialized ASW aircraft that are not much good for anything else, then I'm fine with it. However, giving aircraft no ASW capability is less of a distortion than letting any old aircraft unit attack subs.
Using bombardment to reflect submarine torpedo attacks is to reflect that the target can't shoot back. Naval gun fire might be mutual bombardment, but in effect it is simultaneous exchange of direct fire. They both get hurt - and normal Civ combat models that fine. With subs, the sub tries to sneak past the escorts. If it gets caught, it gets shot at with little ability to reply (especially in WWII). If it gets by the escorts, it gets to shoot at the target and can't get hurt by the target. After the sub attacks, regardless of what happens to its target, it has to escape the now-alerted escorts. If it fails to, it gets shot at with little ability to reply. This is the dynamic my proposal is intended to model.
|
|
|  |
All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|