
PC games should never, never need "Battle Rhythm".
The fact a PC game requires "Battle Rythm" should tell you something about the level of micro management already required in this game. :rolleyes:
Moderators: Joel Billings, Tankerace, siRkid
Seems to me from playing and reading AAR's that those who seem to understand operational level planning and roles seem to consistently do much better in this area. They seem to complain less on this issue (1/3 of players being so bold as to saying "we got it right"). While for some unknown reason than those who focus their attention around killing individual "tactical targets of opportunity". THey seem to consistantly have "Royal SNAFU's"Heck, if this just happened once in awhile it would be a fine result for a Royal SNAFU. But this is not the case (and we all know it).
Originally posted by Mr.Frag
Thats why I posted that all Naval Attack/Search missions should be ruled out of entering Base Hexes. That removes 3 out of the 5 attacks that happened to you, and would have added those 3 silly base attacks worth of aircraft back into the pool of aircraft attacking the two TF's resulting in a much more realistic Operational result.
Attacking Bases is Operational Not Tactical. Planes should keep out of base hexes unless operationally ordered to go there!
It is such a simple fix to disallow base hexes during the resolution to naval search/attack that I don't see how anyone can disagree with it as the solution. If you want to attack the base, you are going to plan an operational attack against the base, not randomly toss resources into the base AA/CAP shredder...
And then:I did talk with both Gary and Joel and that [no player control of naval attacks] was the design choice they made. I fully understand both points of view and stand behind them on their choice.
What more can be asked of them?We are listening and do play the game ourselves and do understand the situation. But at his point the game is pretty much what it is. WitP is the focus of attention now, and when that is ready, we will see what from it is appropriate to backfit into UV.
Originally posted by Grumbling Grogn
You want specifics? This situation happened last night...
Turn 1: Weather is partly cloudy and I see a surface combat TF (it has BBs & CAs) and a transport TF heading toward Lae from the north. Still well out of bomber range but I see them coming...
Turn 2: Weather overcast and I still see the TFs. Now they are turning east past Lae, past Buna (which I hold). It must be heading to Gili Gili. It is now coming to within bomber range.
I set EVERYTHING that can carry a bomb at PM (including P39s/P400s) on naval attack and my P40s on escort with minimal CAP (10%? 20%? IIRCC). Set bombers with exper. of >75 on altitude of 100' everyone else set to 6,000' except the US Army dauntless unit it is set to 15,000 (tying to split his CAP, if any). All air crews in PM are < 20 fatigue, all bombers are <10 fatigue. The ones in question are based at PM with loads of supply and a nice fat, long airstrip with zero damage, all PBYs are on 100% search (anything I am missing so that it can not be claimed my fault?).
Okay, this is the sitrep on Gili Gili. It has loads of supplies, is fortified to a 1-2 and is almost up to a level 2 airstrip. I have a PBY unit and two units of P39/P400s there. But, most importantly I have the entire freakin Australian 7th Division in Gili Gili with HQ and a base support unit (engineer unit with vehicles/dozers is inbound too <g>). These stouthearted Aussies are not disrupted or fatigued much at all (they have been here well over two weeks by now). Thus you can see I am not really that concerned with the Japanese being able to take Gili Gili with the few troops in those two transports coming in.Poor AI did not use recon.
IOW it would be freakin' nice if I could get some payback for the Australian CA that the Japanese sank off Luga last week. Hell, let the Japanese landing force come ashore. PLEASE! The ENTIRE 7th DIVISION can wipe them out on the beaches!
NOW, is it too much to expect that my area commander in PM would be well aware of the strength of Gili Gili? Is it too much to expect that my area commander would be aware of the small size of the Japanese transport convoy (2 transports and one MSW) we have been tracking for two days? Would it be too much to ask that they follow orders and concentrate on the Japanese BB and CA fleet in an effort to slow them down as ordered?
Well what happened you ask?
Turn 3: Weather turns clear (yea!).
...but we all know what happened right? (I am working from memory here)
- One flight of B17s flys to Rabaul against the CAP with no escort.
- One flight of B17s (the one set to skip bomb at 100') flys to Shortland (!) with no escort.
- Several flights of mediums, my dauntless unit and about half of my escorts fly to pester a SINGLE transport that moves into Lae harbor.
- About 1/4 of my mediums strike the transport fleet
- About 1/4 of my mediums strike the Japanese CAs.
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How is that for a coordinated attack. Why it's not like I had TWO FREAKING DAYS to plan for it or anything. This is ridiculous!
Perhaps, but then again "sinking two transports and a minesweeper" had nothing to do with my "operational plan". Perhaps you should read my post again, or was there point to this other than to slip in a barely veiled jab/insult at my abilities?If your "operational planning" revolves around sinking two transports and a minesweeper, then its not your area commnader at PM that needs replacing...
No, it is not. Because that is not the "line of reasoning" I took and it is totally irrelevant to this entire discussion.This line of reasoning is akin to reading the "loss reports" in a TOAW game...
First off, the commanders in the game last night had WEEKS to communicate to subordinates that they should be focusing on the enemy CVs and surface fleet. They also had almost a month to communicate to PM that we would be holding Gili Gili in force with an entire division and PMs air assets should concentrate their attacks on Japanese CVs and surface combat ships should they attempt a landing at Gili Gili.Why, I wonder is it readily accepted in a ground game that the tactical situation is too changable to have details mucked with by the operational commander, yet in Naval games, where the time distance dynamics are at least an order of magnitude higher, that somehow a sample of information. Acquired at unknown intervals and using assumptions about how "the game works" to know the things the AI does and doesn't do, to make this kind of "prioritization".
(edit: bold added because of the last two posts saying it was a legit SNAFU again)The "my bombers on naval attack fly unescorted to Rabaul" argument I can sympathize with. My bombers attacked a single transport over there instead of 2 transports and a destroyer over here, I have a lot less sympathy for. The weather, lack of timely search reports, any number of TACTICAL DETAILS YOUARE NOT PRIVY TO (and can't be without turning the game into a tactical game) could have caused the division of resources you report.
Look, either you can not read or you have simply skimmed the dozen or so posts I have made on this subject.We said we would look into the prioritization issue, but that is for WitP. What exactly do you want us to do GG? Create a private patch for each potential minority group that does not like a certain design decision?
Posted by Grumbling Grogn 01022003
So, if Matrix wants to say the "feature" is not in the game and it will never be in the game that is fine. But to say it is not "in character" for the game because of the "scale" of the decisions the player makes are above the targeting of individual TFs is simply not "consistant".
Posted by Grumbling Grogn 01022003
THAT is the issue. And from what I have seen of Gary Grigsby's and Matrix's commitment to their games I really don't have any long-term worries (really). I am pretty sure that it will be addressed in one manner or another.
Hell, now if someone had said "The money/time ran out and it was never added" or "We never thought of that and it is too late now" or something of the sort I would have no problem. BUT please don't post illogical inconsistent (knee jerk) arguments trying to justify a "feature" that simply does not mesh with the rest of the game and expect anyone with two wits about them to accept it as fact.
Posted by Grumbling Grogn 01062003
There already are several mission types that allow the player to manage the % and exact location of the mission and yet with (easily) the most critical mission type in a wargame depicting WWII in the South Pacific we are not allowed this level of detail/control. No, this level of detail/control is reserved for Air Resupply Missions :rolleyes:
I am sorry guys, but I simply fail to see the logic that it is okay for the player to adjust these same details for CAP, LRCAP, Escort, Sweep and Air Resupply missions but if Matrix allows me to prioritize which TF to attack for my Naval Strike missions it will somehow "opens the floodgates" or will ruin the scale of the game.![]()
The issue in this forum has turned into the fact that some people simply think that when multiple targets are tracked for multiple days it is "too tactical" for me as the player to tell my naval air strikes to focus on one or the other TF (by type, size, location, whatever). These same people have no problem with me plotting the individual training routine for each and every ship and air unit in the theater each and every day, plotting single ship supply runs to the middle of nowhere and setting CAP levels and altitudes for each and every base each and every day or the multitude of other much more minute and trivial things that are required in UV to get the most out of the engine.Posted by Grumbling Grogn 01072003
Now, the problem I have with people saying that they don't want to add what I propose because they see it as micromanaging is this: (here comes the chorus) the player already does a hell of alot more micromanaging already, and he does it on much, much more mundane and tivial tasks (supply shipments, training, etc.)
So, if the mechisim is already in place (mostly) to manage these strikes, and I have to "micromanage" supply shipments to get decent results from the the AI then for goodness sake let me micromanage my airstikes on this naval battle that has been building for the last two months (game time, unless it is PBEM) so that my bombers don't go visit Rabual again while my base/flat tops are pounded!
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So when Heath said,So, if Matrix wants to say the "feature" is not in the game and it will never be in the game that is fine.
And then this,I did talk with both Gary and Joel and that [no player control of naval attacks] was the design choice they made. I fully understand both points of view and stand behind them on their choice.
So since you said things would be 'fine' with such an acknowledgment as you requested, then shouldn't this issue be over with?We are listening and do play the game ourselves and do understand the situation. But at his point the game is pretty much what it is. WitP is the focus of attention now, and when that is ready, we will see what from it is appropriate to backfit into UV.
As you are allowed your opinion, I would argue that others should be allowed theirs. They want to think it's too tactical, then so be it.The issue in this forum has turned into the fact that some people simply think that when multiple targets are tracked for multiple days it is "too tactical" for me as the player to tell my naval air strikes to focus on one or the other TF (by type, size, location, whatever).
Originally posted by Reiryc
Ok GG....
People don't have to agree with you, but as long as the developers say that this is how it is by a decision but that at the very least when WiTP is done they will see what they can backfit, then it seems by your own criteria, the problem is solved.
As you are allowed your opinion, I would argue that others should be allowed theirs. They want to think it's too tactical, then so be it.
Reiryc
The issue in this forum has turned into the fact that some people simply think that when multiple targets are tracked for multiple days it is "too tactical" for me as the player to tell my naval air strikes to focus on one or the other TF (by type, size, location, whatever). These same people have no problem with me plotting the individual training routine for each and every ship and air unit in the theater each and every day, plotting single ship supply runs to the middle of nowhere and setting CAP levels and altitudes for each and every base each and every day or the multitude of other much more minute and trivial things that are required in UV to get the most out of the engine.
Tack on the fact that Paul has posted things that seem to not quite be the way it is regarding this issue at Matrix
Nice try, but no. I never made that argument (another strawman). The entire "tactical VS operational issue" was only raised because YOU (and Mr. Heath as well) responded to this thread with the statements that control over what type of TF to target for naval air strikes was too tactical and UV was an operational level game. Do I really need to go back and quote YOUR posts to you?The argument that "becasue you can make changes in CAP levels and training routines and logistics, that one should be able to direct strikes to specific TFs" is fundamentally flawed.
The basis for the argument is that since all these things are "micromanagement" in your opinion they should all be allowed.
Ah...yes. We all understand that...What you fail to understand is that setting CAP levels is a CONTROLLED action. One that your subordinate has all the required information he needs to perform. Same with the other "micromanagement" orders you cite. They are orders that change the activity or status of YOUR FORCES DIRECTLY, BASED ON INFORMATION YOUR SUBORDINATES HAVE. You don't need any extra information to perform them. They are things your subordinates have more or less complete control over (screw ups or miscommunications excepted).
I reject this as another strawman. NOBODY has said that targeting a TF somehow ties the air unit to specific TF when the turn resolution happens...and I have said this at least three time now and even explained in laymen terms how the interface could 'type' the TF with a single click.Now, do you accept that there is an "information requirement" that is needed in the order to "Attack the Task force last reported to me to be 90 nm SE of GiliGili headed north likely to have 2 transports and 1 MSW" that is not required in any of the other orders?
Yes...so? I tell them to prioritize the CV TF at this last reported location. Turn runs and he can't find a CV TF (minor SNAFU). Oh well, move on down to the next (hard coded?) priority (just like it does now, right?). This is hardly a reason not to implement the feature.Likewise no matter how badly you want to attack the 2 transport 1 MSW TF (in reality a "label" for a TF or unknown size or composition that at one point some time ago MAY have had 2 transports and an MSW, but might not have. And may or may not have changed in composition since the report.) if your subordinate can't correlate a known target to that past report, the attack can't be made...The sum total of information your subordinates have is not assumed to be what gets reported to you. They report what they have confidence in. You have no idea what conflicting chaotic mess of reports they are sifting through to pick one TF out they are "pretty sure" (at that time) they understand the whereabouts of and report.
The assumption was never made (strawman again :rolleyes: ). But, I understand what you are saying and fully agree. THAT is what the entire SNAFU "code" is supposed to handle (I would hope). But, it should not prevent a player from telling a unit to prioritize a TF of this type, last spotted at XXYY.The assumption that "attack TF X" requires no more information than "Change the CAP %" is hopefully demonstrated to be false, and the fact that it is availability of required information, not the "level of micromanagement" that determines what things the player can and can't micromanage.
Yep, sure, but nobody has asked for a "ensure all TF of this type get attacked" order have they?Even a "priority TF type" order is not an "ensure all TF of this type get attacked" order. THe nature of teh information problem prevents that.
I have no problem with that. YOU have the problem understanding that if I can see it TWO days in advance I should have plenty of time to get on the horn and warn my men on the ground and give a few orders to prioritize one TF over another TF by type, location, basic composition, whatever. This does not mean, and has never meant that I give orders to attack TF101 and by God TF101 has to be attacked.Hopefully you and others who have a difficult time with "the TF is right there on the map, how come I can't ensure it gets attacked" can see that the information, at the right place, at the right time with the right opportunity, is not always present to make this happen. This isn't something changing "priority" can address.
It would require a detailed "tactical game within the game" to manage the production and distribution of that information, something that is not goiong to happen. You have to accept that much of the underlying "tactical information and the ability to act on it" is abstracted into the stats of your leaders and used by the game to allocate assets in an abstract manner.
"Control" has never been requested (that I have seen).A bit more influence over that allocation is possible. Control over it just isn't.
it is a very small thing to allow the player the same level of control for the single most important air mission type in the game that he has over all the other air mission types.
I can not tell my most important base's commander to focus his air strikes on one task force type or another
I will also say that the AI may at times may make a bad choice and we are working on improving that but remember it is AI and it will never be everything to everyone.