
There really is no reason to get angry, insulted whatever about this naval issue. Really not. Really.. really.
Moderators: ralphtricky, JAMiAM
ORIGINAL: Telumar
Ok.. now behave!
There really is no reason to get angry, insulted whatever about this naval issue. Really not. Really.. really.
All valid points and easy to implement I presume. Maybe you can tutor ole'Mac about how to use the Event Engine to create smashing naval stuff *see your Weseruebung scenario*? We all would appreciate it if you could take ole'Mac under your wings. Or should I say under the 'keel' of the ship...ORIGINAL: Erik Nygaard
There are actually a couple of presumably simple fixes that could make the naval handling slightly better.
1) Naval units should only be supplied while in port, not at sea. This was the way it worked earlier...
2) Add the disengagement penalty to naval units , similar to land units but for ships/coastal artillery.
3) Add group movement for sea transports and their naval escorts, currently you have to move them separately.
4) Make naval units take additional damage when attacked in port. Currently any land units in port soak up the attacks. Preferably add a Port Attack similar to the Airfield attack.
Erik
ORIGINAL: Oberst_Klink
Or should I say under the 'keel' of the ship...
ORIGINAL: macgregor
...This game sucks...
ORIGINAL: shauny1987
It's like asking Harpoon devs to focus more on the land units. It's pointless. Harpoon is a naval sim and has basics of land units, TOAOW is a land sim and has the basics of navy. Thats how it should be. In a perfect world we could have everything we want, but TOAOW is a great game as it is and any updates should focus on the main part of the game rather than naval combat which, to be frank, doesn't belong in the game.
I think if anything, Naval events are sufficient to simulate naval supply woes etc.
... we need to have happen if -- say -- the British Mediterranean Fleet decides to interfere with German attempts to land units on Crete by sea.
ORIGINAL: sPzAbt653
I'm not into Naval scenarios, but I have put some thought to it relating to the old Global War and Third Reich models and a possible relation to TOAW adaptions. It all seems very complex to implement to me. This for example :
... we need to have happen if -- say -- the British Mediterranean Fleet decides to interfere with German attempts to land units on Crete by sea.
I can't really remember how this type of interception worked in Global War. I'm inclined to say there wasn't any. In Third Reich, when you moved a naval unit the turn stopped and asked the opposing player if they wished to attempt interception (and then the fun started, with counter interceptions and counter-counter interceptions). That couldn't be done in TOAW, but I guess TOAW Naval units could be assigned a 'Naval Interception' order which would give them a chance to intercept enemy units moving within a pre-selected range, the chance could be influenced by loss tolerance (to hopefully prevent 3 destroyers from intercepting the 7th Fleet and getting suicided for no reason), and then air units from both sides would have to have the chance to be involved, and any shore units within range that can spot them ... ok, I'm tired of thinking about.