Return to Base in v1.01

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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Szilard
Posts: 386
Joined: Wed Jan 03, 2001 10:00 am

Return to Base in v1.01

Post by Szilard »

Ships usually only seem to stay out for one turn now, regardless of hown many naval points you have and damage status.

This is a big PITA.
ceyan
Posts: 168
Joined: Sat Jul 03, 2004 1:06 am

RE: Return to Base in v1.01

Post by ceyan »

My ships stay out with no problems, even when damaged. My problem is that I still get ships being forced into the North Sea out of the Canal, rather than straight into the Baltic.
hjaco
Posts: 872
Joined: Fri Mar 23, 2007 4:09 pm

RE: Return to Base in v1.01

Post by hjaco »

Check my thread on naval endurance - if down to 1 they will return. Otherwise something is apparently rather fishy out there.

That rebase bug will be corrected in the final version of patch 1.1.
Hit them where they aren't
Szilard
Posts: 386
Joined: Wed Jan 03, 2001 10:00 am

RE: Return to Base in v1.01

Post by Szilard »

ORIGINAL: hjaco

Check my thread on naval endurance - if down to 1 they will return. Otherwise something is apparently rather fishy out there.

That rebase bug will be corrected in the final version of patch 1.1.

Thanks for that. Two things:

- Endurance is anyway a PITA. IMO it'd be much better to just spend points automatically for keeping ships at sea. Cycling yr ships in and out of port is just annoying micromanagement overhead with a fun quotient of zero.
- I think there might be a bug with it - has this been pointed out? Eg my destroyers seem to be able to spend only one turn out of port, regardless of "endurance".
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Return to Base in v1.01

Post by SMK-at-work »

Return to port is quite important/vital for destroyers tho - since it means you can only have so many out on patrol at one time.  If they stayed out indefinitly it would be a massive increase in allied ASW capability that would upset the current balance.
 
I agree it's a pita, but it is a necessary pita IMO - one that forces you to make some decisions about resources - will you spend points building more destroyers to help keep the sealanes safe......or on more troops.......??
Meum est propisitum in taberna mori
Szilard
Posts: 386
Joined: Wed Jan 03, 2001 10:00 am

RE: Return to Base in v1.01

Post by Szilard »

ORIGINAL: SMK-at-work

Return to port is quite important/vital for destroyers tho - since it means you can only have so many out on patrol at one time.  If they stayed out indefinitly it would be a massive increase in allied ASW capability that would upset the current balance.

I agree it's a pita, but it is a necessary pita IMO - one that forces you to make some decisions about resources - will you spend points building more destroyers to help keep the sealanes safe......or on more troops.......??

Yeah, but couldn't you just abstract that into an ASW capability lower than individual destroyers have at the moment?

If the model stays the way it is now, I think there should at least be a better planning screen - eg a screen showing all the locations with the ships in them & remaining endurance. At the moment, you have to look at all the individual ships to work out where they are, what they're doing, how much endurance they have etc ... nasty.
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Return to Base in v1.01

Post by SMK-at-work »

I agree a better screen presenting relevant info would be nice...maybe in the 2nd patch! :)

but changing the ASW capability of destroyers makes some fundamental changes to the balance - you can no longer "surge" your destroyers if yuo want to by putting them all on station for a short but intense campaign for example.

Meum est propisitum in taberna mori
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