Sometimes that unit retreat six time or more and ends up surrounded. Where ships or groups of ships,come from the far flung reaches of the world to attack a lone unit. Small adjustments with the editor here and there make everything even better. At the same time, in the event of a successful attack, I would expect at least an immediate loss of serious "operational capability" on the part of the opponent.īasically, I think that the presentation of the naval warfare in the current version of the game is quite successful. At the same time these units baffle (I'm exaggerating something) with the robustness of a cruiser, the escape behavior of a speedboat with cloaking device and on the offensive with the strike power of a river gunboat.įrom a submarine, I would rather expect a high degree of fragility and - depending on the constellation - moderate chances of escape on the defensive. What bothered me from the start was the combat behavior of some units, which does not always lead to the intuitively expectable possibilities and combat results for the affected weapon class.įor example, the submarines have typical features such as silent move and alarm diving. Even in the vanilla version of the game, in the end I occasionally sent large parts of my fleet to the bottom of the sea - or not lost a single capital ship. These are likely to be primarily the result of operational (miss) planning, availability of units and components and ultimately also various random variables. (I am old and slow )Īs a basis for adjustments in unit behavior the bare loss numbers of naval units during World War II seem less helpful at first glance. I have to admit that I probably did not really understand your approach to a naval game mod yet.
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