Ship Class Design

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ColinWright
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RE: Subs!

Post by ColinWright »

ORIGINAL: macgregor



ORIGINAL: ColinWright

I think we have to avoid the 'Medieval Total War' syndrome. Yes, 'diplomat' units are nice, and so are 'merchant' units -- but are such discrete counters really the best way of modeling the effect if serious simulation is what we're after. I don't particularly want an OPART with 'staff' units and 'intelligence' units -- and 'submarine' units. It might be more entertaining -- but it would be worse simulation.
With all due respect, and I'm still a little befuddled on why when scenarios are completely designable as well as editable people would poopoo the idea of improving naval combat and unit development, why would you be comparing a submarine in a 'warfare sim' to a merchant or diplomat unit. You do realize their significance in warfare, don't you? There seems to be a 'well as long as I don't have to move units' contingent as well. At some point I'll have to come down off my optimistic horse and face the reality that TOAW is by and for eastern front types who only want land warfare, more specifically either a republican president or Hitler himself against the bear. Not to compare the two but look at the scenarios and the threads themselves. I'm just doing the math. There are no scenarios covering the current situation in Iraq or Afghanistan, naval combat in any age is still a pipedream for TOAW(send in boots on the ground), but count the eastern front/war with Russia scens, threads and posts. Maybe my problem is with the selected game demographic.

Well...

My point would be that the problem with naval warfare in TOAW isn't really with the weapon selection -- and while there's little actual harm in creating longer ship lists, it's not going to do much to make naval warfare in TOAW more realistic.

I'm all for improving naval warfare in TOAW -- but in my view, the short ship list is the least of the problems.
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Curtis Lemay
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RE: Subs!

Post by Curtis Lemay »

ORIGINAL: macgregor
ORIGINAL: ColinWright

I think we have to avoid the 'Medieval Total War' syndrome. Yes, 'diplomat' units are nice, and so are 'merchant' units -- but are such discrete counters really the best way of modeling the effect if serious simulation is what we're after. I don't particularly want an OPART with 'staff' units and 'intelligence' units -- and 'submarine' units. It might be more entertaining -- but it would be worse simulation.

With all due respect, and I'm still a little befuddled on why when scenarios are completely designable as well as editable people would poopoo the idea of improving naval combat and unit development, why would you be comparing a submarine in a 'warfare sim' to a merchant or diplomat unit. You do realize their significance in warfare, don't you? There seems to be a 'well as long as I don't have to move units' contingent as well.

I think Colin is objecting to submarines as discrete "units", not the idea of modeling them in any fashion. As such, I tend to agree, at least in the traditonal way "units" function - holding on to their hex, subject to Theater Recon, able to seek out and attack targets at will, etc. They need to be modeled more like PacWar/WitP models them: They can be assigned to a "patrol zone". When "on patrol" if enemy TFs enter that zone, there's a chance they may be subject to submarine attack. Players would have the ability to change the patrol zone, requiring a dormant phase due to travel time, etc. Detection of the submarines would have its own algorithm separate from theater recon, ZOCs, etc.
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macgregor
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RE: Subs!

Post by macgregor »

I did over-analyze my frustration a little. If I made mention to the ship list it's only because that's something I've been working on. To me it's just the opposite. I need naval warfare in TOAW to make it work for me. Label me 'the strategic guy' but even strictly within the operational realm, a navy can make a decisive difference accept in perhaps...the Russian front scenarios. Forgive me. But IMO 'boots on the ground' is not proving itself as a great strategy right now. The most versatile operational combat sim, with all kinds of editing capability, limiting people's imagine to land combat, if it is to be at all educational(which it doesn't have to be) puts the creative brainpool into somewhat of a box, and IMO channels them into a certain way of thinking.
ColinWright
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RE: Subs!

Post by ColinWright »

ORIGINAL: Curtis Lemay

ORIGINAL: macgregor
ORIGINAL: ColinWright

I think we have to avoid the 'Medieval Total War' syndrome. Yes, 'diplomat' units are nice, and so are 'merchant' units -- but are such discrete counters really the best way of modeling the effect if serious simulation is what we're after. I don't particularly want an OPART with 'staff' units and 'intelligence' units -- and 'submarine' units. It might be more entertaining -- but it would be worse simulation.

With all due respect, and I'm still a little befuddled on why when scenarios are completely designable as well as editable people would poopoo the idea of improving naval combat and unit development, why would you be comparing a submarine in a 'warfare sim' to a merchant or diplomat unit. You do realize their significance in warfare, don't you? There seems to be a 'well as long as I don't have to move units' contingent as well.

I think Colin is objecting to submarines as discrete "units", not the idea of modeling them in any fashion. As such, I tend to agree, at least in the traditonal way "units" function - holding on to their hex, subject to Theater Recon, able to seek out and attack targets at will, etc. They need to be modeled more like PacWar/WitP models them: They can be assigned to a "patrol zone". When "on patrol" if enemy TFs enter that zone, there's a chance they may be subject to submarine attack. Players would have the ability to change the patrol zone, requiring a dormant phase due to travel time, etc. Detection of the submarines would have its own algorithm separate from theater recon, ZOCs, etc.

Historically, sub sinkings of ships -- warships in particular -- were governed more by random chance than by anything else.

No upper level commander could decide to 'attack' the Barham or the Indianapolis. The subs just happened to bump into them. Even the success of a specific mission such as Prien's penetration of Scapa Flow was more or less fortuitous -- the Germans had tried to penetrate Scapa Flow repeatedly without success in World War One, and as far as I know, they didn't succeed again at a later time in World War Two. Indeed, when one considers the lack of success of the Japanese midget submarines at Pearl Harbor, one begins to suspect that the ability of any given submarine to execute any one specific attack must have been so low as to make the prospect of bothering to assign such attacks in TOAW less than alluring. I mean, does anyone want to assign 'missions' fifty times over before seeing success? And indeed, in reality, subs rarely operated that way.

Naturally, one could shift the operations area or the general emphasis -- but seeing specific subs as targetting specific enemy ships just isn't the way to go at it. If anything, one would want them to be handled more or less as aircraft currently are. You control their area of operation by moving them to the appropriate base, and you assign them to a particular class of mission. You can't decide that a specific air unit set to interdiction is going to hit a specific moving unit in a specific hex -- your actions only affect the likelihood that there will be an interdiction hit on someone somewhere.

TOAW should model things like submarines as accurately as possible -- it should model everything as accurately as possible. But given that the focus of the game is on land warfare, and given that the unit-carrying-out-a-specific-attack model doesn't really seem especially valid for submarines anyway, I don't think going down the 'sub units' route is the way to go.

Naval warfare in TOAW has bigger problems. In Seelowe I've stuck in a couple of probability events for the random withdrawal of British and German warships. Arbitrarily, some of the associated news items variously attribute the withdrawals to 'mines' or 'U-168.' The one for the Hipper is 'engine breakdown.'

That solves my problems as far as subs (and things) go. Now, the other problems the naval warfare model has -- those are serious.


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ColinWright
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RE: Subs!

Post by ColinWright »

...
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hellfish6
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RE: Ships!

Post by hellfish6 »

Sorry to dig this up, but I had an idea I wanted to run by you guys before I spend the time and effort trying it myself.

I'm building a set of scenarios (based around Central America in the cold war, Belize to Panama at 5km/hex with most scenarios involving company/battalion sized units) and would like naval vessels to play an important supporting role. The thing is, I'm not looking to include whole massive fleets necessarily, but small riverine craft and small missile boats mostly, and with the potential for frigates, cruisers, destroyers and even an Iowa-class battleship or two.

I don't think the TOAW naval units, as they are modeled now, will do it any justice. They're too abstract, and too fragile.

I'm thinking about using a "build your own ship" capability to model naval vessels.

Basically, I'd have one marker representing a single ship and use a bunch of components to build a ship.

Components might be like:

Mass (1 unit = 1000 tons of ship mass) to simulate size, armor, non-vital components, etc.
Bridge (basically a command group)
Weapon mounts (20mm+, to include everything up to triple 16" gun turrets, SM-2 SAMs and Tomahawk VLS systems)

So a US Knox-class frigate might be made up like this:

1 x Bridge
4 x mass (4260 tons, rounded off)
1 x 5"/54 Mk42 Gun
1 x Mk16 (Harpoon and ASROC)
1 x Phalanx (or Sea Sparrow SAM)

Thus, if the ship is attacked from the air, there's a chance to knock out the 5" gun, rendering the ship fairly useless as a gunfire support vessel. There's also a chance that the attacker might only hit a unit of mass - meaning the ship suffers non-critical damage.

Smaller ships, like riverine craft and patrol boats would remain as they are in default instead of breaking them down into components.

The end result I'm looking for is a system that properly simulates naval gunfire support at a small scale, flexibility of naval systems, and allows for damage of ships (not an all-or-nothing combat result).

Could this system work? Are there any ship components (engineering? sensors? crew?) I can add that would be useful?

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