What would you like to see in Carrier Force?

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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SuluSea
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RE: What would you like to see in Carrier Force?

Post by SuluSea »

I was watching Battle 360 "Bloody Santa Cruz"  episode last night and the Big E recieved a refit/repairs in a month. I was wondering about the option of a quick turn around of ships sent back to Pearl [or even Tokyo] if they are in dire need . Penalty would be maybe 1/3 of the damage fixed depending on how long the player states the ship stays for repairs. Clear as mud right?[;)]
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RE: What would you like to see in Carrier Force?

Post by Hornblower »

ORIGINAL: SuluSea

I was watching Battle 360 "Bloody Santa Cruz"  episode last night and the Big E recieved a refit/repairs in a month. I was wondering about the option of a quick turn around of ships sent back to Pearl [or even Tokyo] if they are in dire need . Penalty would be maybe 1/3 of the damage fixed depending on how long the player states the ship stays for repairs. Clear as mud right?[;)]

That and the Yorktown prior to Midway...
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RE: What would you like to see in Carrier Force?

Post by Ike99 »

I was watching Battle 360 "Bloody Santa Cruz" episode last night and the Big E recieved a refit/repairs in a month. I was wondering about the option of a quick turn around of ships sent back to Pearl [or even Tokyo] if they are in dire need . Penalty would be maybe 1/3 of the damage fixed depending on how long the player states the ship stays for repairs. Clear as mud right?

Now that is a good idea.
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decaro
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RE: What would you like to see in Carrier Force?

Post by decaro »

This has been said before, but most of the air currently in UV will need some adjustments: B-17s historically didn't hit anything in the water (think Midway), Corsair's performing like jets from "The Final Countdown," etc.
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XG76
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RE: What would you like to see in Carrier Force?

Post by XG76 »

May be another idea: individually shifting planes and/or pilots between squadrons (same a/c type, same base location of course). This will enable to fill up depleted airgroups or create certain elite squadrons. It sucks not to have control of the aviator pool.
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RE: What would you like to see in Carrier Force?

Post by HansBolter »

Please fix the bug that causes an entire regiment to disappear from the face of the earth when a tiny fragment of that regiment gets destroyed on a remote island.

In a recent PBEM game I sent a tiny fragment (4 destroyers worth of capacity) of a regiment of the Americal division on a fast transport invasion of Rossel Island to guage the Japanese reaction. The reaction was swift and violent, precluding any oppurtunity to ship additional fragments in. When the fragment on Rossel was destroyed the remaining, much larger, fragment at Noumea disappeared from the face of the earth....or at least from the region covered by the UV map.

Please fix this bug before you release CF.
Hans

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Popeye USN
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RE: What would you like to see in Carrier Force?

Post by Popeye USN »

JMHO...

It's been said before but don't make it another WinP! Which is too invovled and too long. A good UV player can develop a turn in minutes for fast turn arounds.

Make it possible for opposing TF's to engage if both are moving through the same hex. Right now in UV two massive armada's, with radar equiped ships, can pass each other in the same hex and not a shot would be fired?

Also, would there be away to enable players to change passwords during a game. In a long UV game it would be nice to be able to save the game after 60 turns or so and be able to send it to another player who could use the saved game and change the password? Sure would save a lot of time.
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RE: What would you like to see in Carrier Force?

Post by RGIJN »

Now thats good! Agree with both - please put it in the game!
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RE: What would you like to see in Carrier Force?

Post by HansBolter »

Please give us the ability to disable automatic Admiral selection for task forces like in WitP.

There are few things more annoying than discovering that all your best surface combat admirals are busy commanding your transport task forces when you form a surface combat TF.
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RE: What would you like to see in Carrier Force?

Post by RGIJN »

ORIGINAL: HansBolter

There are few things more annoying than discovering that all your best surface combat admirals are busy commanding your transport task forces when you form a surface combat TF.


your sense of humour truly is unsurpassable Hans! Besides that, I agree again! [:)]
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RE: What would you like to see in Carrier Force?

Post by HansBolter »

I realize what I am asking for is to compensate for laziness on the players (read me) part. I am just too lazy or issuing orders in too rapid fire a manner to take notice every time of what admiral the AI assigns to my transport TFs. It always comes back to haunt me later.

ORIGINAL: RGIJN

ORIGINAL: HansBolter

There are few things more annoying than discovering that all your best surface combat admirals are busy commanding your transport task forces when you form a surface combat TF.


your sense of humour truly is unsurpassable Hans! Besides that, I agree again! [:)]
Hans

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borner
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RE: What would you like to see in Carrier Force?

Post by borner »

I am sure this has been mentioned before, but please take a look at the power of the fighters in the game. F4f"s and P-40's are far less effective than they were, and the F4U's are a wonder weapon. Yes, kill rations were high, as they were with the F6F, but they tend to be that way against untrained pilots, such as what the IJN was sending out later in the war.
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RE: What would you like to see in Carrier Force?

Post by Ike99 »

As this is a tactical simualtor, or something of the sort. I would like to see the historic markings on the planes per squadron. I think it would be worth the extra space in total size of the game on disk or download.
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SuluSea
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RE: What would you like to see in Carrier Force?

Post by SuluSea »

Is it possible in the code for Carrier Task Forces to set a higher priority on loaded transport TFs? I realize under certain circumstances it would be tough to find out if a TF is empty or full but given the below example I think any Task Force Commander would attach a higher priority on the arriving transports (2) instead of the
departing (1) transports. In this example the Carrier has been on station and  along with the  Land Based Recon has witnessed the departing (1) TF come and unload some troops/cargo at Lunga.



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Ike99
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RE: What would you like to see in Carrier Force?

Post by Ike99 »

I would likie a little more release of information as to what ¨Carrier Force¨ is exactly. Screen shots, combat resolution, etc.

A approximate release date or progress report would be a plus as well.
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borner
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RE: What would you like to see in Carrier Force?

Post by borner »

This has been said before, but most of the air currently in UV will need some adjustments: B-17s historically didn't hit anything in the water (think Midway), Corsair's performing like jets from "The Final Countdown," etc.
 
 
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RE: What would you like to see in Carrier Force?

Post by decaro »

"According to the UV ship database Ise does not have any Radar installed. That said, I did find quite a few ships equipped with radars. For instance, the destroyer Yugumo shows it being equipped with both the Type 13 and Type 21 search radars."

The above thread can be found at "RE: Jap ships that you will never see"

There seems to be a continuing issue w/radar in UV in the ship database, i.e., the IJN vessel Ise should have radar but doesn't, other IJN ships do, and Allied ships w/radar are impervious to Long Lance attacks.

The UV ship database needs some serious tweaking in order to return this historical simulation back to actual history.
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RE: What would you like to see in Carrier Force?

Post by HansBolter »

ORIGINAL: borner
This has been said before, but most of the air currently in UV will need some adjustments: B-17s historically didn't hit anything in the water (think Midway), Corsair's performing like jets from "The Final Countdown," etc.


AMEN!!!!!


Add to that the totally unrealistic ability to project effective LRCAP over 500 miles from it's base of origin. LRCAP should have it's own, very limited, effective range and not be based on the "normal" operational range of any given type of fighter.
Hans

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RE: What would you like to see in Carrier Force?

Post by RGIJN »

the good old QQP game "Battles of the South Pacific" had a very nice option inbuilt: you could capture Cargo Vessels (AP/AK/TK/AO types) when encountering with warships. IIRC, there where a few rules about: your (attacking) TF must have at least have a CL or larger type, this TF should be of considerable size (not only a CL and a DD) and the enemy transport TF does not contain any escort vessels anymore. Thus, you had to engage true "convoys" several times to sink these protecting craft first. When the actual process of "capturing" occured, dice rolls determined if (and how many) of the freighter victims were going to sink (modelling the crews that managed to open the valves) and dice rolls also defined the damage status of the captured units.

It was really a very attractive thing to make raider war like that. May be another prospect worth integrating into CF?
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RE: What would you like to see in Carrier Force?

Post by tocaff »

If nothing else please fix the loading bug.  I'm so tired of planning an invasion, allocating the needed shipping and even loading each and every ship individually before merging them into TFs only to see that the next turn they have sailed without the rest of the units and/or not loading any supplies.

To me this bug is enough to stop my long relationship, 6 years, with UV and will stop me from considering buying CF if I hear that it still exists.
Todd

I never thought that doing an AAR would be so time consuming and difficult.
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