New Opening Day Moves

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JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

New Opening Day Moves

Post by JWE »

Have always been rather disgruntled at the movement profiles of the Enterprise and Lexington TFs. They were on different courses than given in stock, and just continue merrily along, fat, dumb and happy, for the entire turn, to map locations where a gamey Japanese player using perfect hindsight, can cut them off and whack them 75% of the time.

So changed it. Gave them new destinations and added several waypoints to the path. These represent about 4 to 5 hours of steaming, along their historical courses, till they get the word about PH. Then the next waypoints represent their actual orders and course changes to someplace SW of Oahu, along with potential rendezvous with the Indianapolis TF (also tweaked similarly). More rational and historical movement profile, makes them much harder to game a kill on, and gives the Allied player more movement options once turn is over and he can access their movement profiles.

If playing non-historical start or H2H, they are normally accessible to the Allied player for adaptive turn-1 movement changes. Tested a lot and works rather well.
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: New Opening Day Moves

Post by Buck Beach »

ORIGINAL: JWE

Have always been rather disgruntled at the movement profiles of the Enterprise and Lexington TFs. They were on different courses than given in stock, and just continue merrily along, fat, dumb and happy, for the entire turn, to map locations where a gamey Japanese player using perfect hindsight, can cut them off and whack them 75% of the time.

So changed it. Gave them new destinations and added several waypoints to the path. These represent about 4 to 5 hours of steaming, along their historical courses, till they get the word about PH. Then the next waypoints represent their actual orders and course changes to someplace SW of Oahu, along with potential rendezvous with the Indianapolis TF (also tweaked similarly). More rational and historical movement profile, makes them much harder to game a kill on, and gives the Allied player more movement options once turn is over and he can access their movement profiles.

If playing non-historical start or H2H, they are normally accessible to the Allied player for adaptive turn-1 movement changes. Tested a lot and works rather well.

Looking forward to the update that I assume this is to be a part of.
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