Want to have some fun?

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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rroberson
Posts: 2057
Joined: Tue May 25, 2004 7:53 am
Location: Arizona
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RE: Want to have some fun?

Post by rroberson »

ORIGINAL: crsutton

Here is my recipe for sinking a lot of your own ships.

Send a large TF of cargo ships and escorts home from Oz to San Francisco.
Make sure to set them on "full speed" and then "forget" you did it.
Set some nice waypoints so you don't have to worry about them.
Then just sit back and relax.
Some weeks later, you will observe some odd ship sinkings in the OP report.
After a few ships go down in the next few turns you frantically start searching for a TF in trouble.
That is when you find your large TF about 30 hexes out of Frisco with no fuel and most of the ships with super high sys damage-steaming along at full speed [:@] .
Next you quickly form up a replenshiment TF and dispatch it at full speed from LA.
Then watch a few more ships go under as your AOs race to the scene of the disaster.
Ice the cake by accidently refueling the wrong convoy en route and using up more than half of your AO's fuel supply.
Meet the endangered TF and give them the rest only to discover it is not enough to allow them to reach home.
Fret over the pending disaster for a few more turns until you realize that the TF is still going under "full speed".
Turn it back on to "mission speed" and take a small breath when you realize that your 70-90 sys damaged ships are going to make it home after all. (What is left of them)
Go to the bathroom. Get a drink of water. Pet the dog. Then find some way to kick yourself in the butt for being such a dumbass......Knowing full well that you probably will do it again in the future. [:-]

Seriously, I like the idea of no fuel ships accumulating sys damage but perhaps it might be scaled back a bit, for large ships anyways.
Also, it seems obvious to me that ships with no fuel should automatically defaut to cruise speed as I think I was accumulating extra damage as my ships were set on full speed.
Full speed penalties should be higher for fast warships as merchants, and ocean liners were really designed to operate at "full speed" (or very near full speed). They should accumulate damage but at a slower rate.

Some thoughts.


okay now that was funny [&o]
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Blackhorse
Posts: 1415
Joined: Sun Aug 20, 2000 8:00 am
Location: Eastern US

RE: Want to have some fun?

Post by Blackhorse »


What did you expect? Judging from your avatar, you can't even maintain a single jeep, how did you expect to get a convoy of ships from Oz to La-La Land? [:D]

Btw, as an old cavalryman myself, that's my all-time favorite Bill Maudlin cartoon. His, too, I read.

ORIGINAL: crsutton

Here is my recipe for sinking a lot of your own ships.

Send a large TF of cargo ships and escorts home from Oz to San Francisco.
Make sure to set them on "full speed" and then "forget" you did it.
Set some nice waypoints so you don't have to worry about them.
Then just sit back and relax.
Some weeks later, you will observe some odd ship sinkings in the OP report.
After a few ships go down in the next few turns you frantically start searching for a TF in trouble.
That is when you find your large TF about 30 hexes out of Frisco with no fuel and most of the ships with super high sys damage-steaming along at full speed [:@] .
Next you quickly form up a replenshiment TF and dispatch it at full speed from LA.
Then watch a few more ships go under as your AOs race to the scene of the disaster.
Ice the cake by accidently refueling the wrong convoy en route and using up more than half of your AO's fuel supply.
Meet the endangered TF and give them the rest only to discover it is not enough to allow them to reach home.
Fret over the pending disaster for a few more turns until you realize that the TF is still going under "full speed".
Turn it back on to "mission speed" and take a small breath when you realize that your 70-90 sys damaged ships are going to make it home after all. (What is left of them)
Go to the bathroom. Get a drink of water. Pet the dog. Then find some way to kick yourself in the butt for being such a dumbass......Knowing full well that you probably will do it again in the future. [:-]

Seriously, I like the idea of no fuel ships accumulating sys damage but perhaps it might be scaled back a bit, for large ships anyways.
Also, it seems obvious to me that ships with no fuel should automatically defaut to cruise speed as I think I was accumulating extra damage as my ships were set on full speed.
Full speed penalties should be higher for fast warships as merchants, and ocean liners were really designed to operate at "full speed" (or very near full speed). They should accumulate damage but at a slower rate.

Some thoughts.
WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
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Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Want to have some fun?

Post by Kull »

Once you run out of fuel, does the speed setting even matter? In my Aleutians AAR, I ran some midget sub tests and there was no difference in accrued damage when running at mission speed or cruise speed, once they hit empty. Which, logically, makes sense - you're only moving one hex per turn regardless of the speed setting.
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castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: Want to have some fun?

Post by castor troy »

ORIGINAL: MadmanRick

And to add insult to injury, in my game the Allied AI has two ML's running from the DEI to Ceylon that has been out of fuel for days now and they haven't taken even one point of SYS damage!


Rick


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perhaps taking damage because out of fuel isn´t valid for the AI?
rockmedic109
Posts: 2472
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

RE: Want to have some fun?

Post by rockmedic109 »

ORIGINAL: crsutton

Here is my recipe for sinking a lot of your own ships.

Send a large TF of cargo ships and escorts home from Oz to San Francisco.
Make sure to set them on "full speed" and then "forget" you did it.
Set some nice waypoints so you don't have to worry about them.
Then just sit back and relax.
Some weeks later, you will observe some odd ship sinkings in the OP report.
After a few ships go down in the next few turns you frantically start searching for a TF in trouble.
That is when you find your large TF about 30 hexes out of Frisco with no fuel and most of the ships with super high sys damage-steaming along at full speed [:@] .
Next you quickly form up a replenshiment TF and dispatch it at full speed from LA.
Then watch a few more ships go under as your AOs race to the scene of the disaster.
Ice the cake by accidently refueling the wrong convoy en route and using up more than half of your AO's fuel supply.
Meet the endangered TF and give them the rest only to discover it is not enough to allow them to reach home.
Fret over the pending disaster for a few more turns until you realize that the TF is still going under "full speed".
Turn it back on to "mission speed" and take a small breath when you realize that your 70-90 sys damaged ships are going to make it home after all. (What is left of them)
Go to the bathroom. Get a drink of water. Pet the dog. Then find some way to kick yourself in the butt for being such a dumbass......Knowing full well that you probably will do it again in the future. [:-]

Seriously, I like the idea of no fuel ships accumulating sys damage but perhaps it might be scaled back a bit, for large ships anyways.
Also, it seems obvious to me that ships with no fuel should automatically defaut to cruise speed as I think I was accumulating extra damage as my ships were set on full speed.
Full speed penalties should be higher for fast warships as merchants, and ocean liners were really designed to operate at "full speed" (or very near full speed). They should accumulate damage but at a slower rate.

Some thoughts.
Admiral Farragut in the Pacific.

"Damn the fuel bunkers! Full speed ahead!
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