Slowing down Air & Naval operations

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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BigDuke66
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Slowing down Air & Naval operations

Post by BigDuke66 »

As I now played the Guadalcanal scenario and saw that so few ships are upgraded and many air groups are still at low XPs I wonder if small steps should/could be taken to slow down Air and Naval operations similar to the slow down of land operations(wasn't the whole planing process introduced there for?) that was in the game right from the start
Seeing that michaelm for example added double air support on big airfields I hope that small steps in slowing down naval and air operations are considered too.

1. Naval operations
I propose to let upgrades only proceed if all requirements are fulfilled. This means that if a ship needs a yard to do its upgrade the ship has to stay in the yard to proceed with the upgrade.
The way it is now one can simply let the upgrade start but can than pull the ship out of the yard without the upgrade process being stopped.
If the requirements have to be fulfill over the complete process the player usually things twice if he wants to do the upgrade at a nearby base or let the ship move further back so the frontline yards aren't filled with ships in the process of upgrading.
This would extend the time for such upgrades as ships travel longer or block frontline shipyards, either way it would slow down naval operations.
Hopefully this would also stop mass upgrades like US sub fleet completely upgrading to radar in April 42 that are totally ahistorical.

2. Air operations
I propose to let the pilot values drop if switching to a new plane, all by a random factor, maybe the higher the XP the lower the drop is, so veterans can handle switching planes better.
The way it is now upgrading to a new plane isn't a problem at all even at a frontline airfield as the unit is soon back in action.
If the pilot values drop the player hopefully considers to move the unit further back and let it train for some weeks to get them back to their old values, I guess that would simulate the process of getting the pilots and ground crews accustomed to the new plane type at a none frontline airfield.
This way the air groups would keep outdated planes longer at the frontline or lower their pilot values at the frontline or move the air groups back for the upgrade & retrain process, either way it will slow down air operations.


So are these ideas worth considering?
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Hotschi
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RE: Slowing down Air & Naval operations

Post by Hotschi »


Both ideas are very good.
The way it is now one can simply let the upgrade start but can than pull the ship out of the yard without the upgrade process being stopped.

I consider this - as it is now - being a bug. Should not be possible - but I am no engineer.
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awadley
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RE: Slowing down Air & Naval operations

Post by awadley »

During the early stages of the War, units were upgreaded (Air) where ever they were and the aircraft could be delivered.  There was not enough personnel trained to replace and retrain the ground personnel.  The rear echelon training didn't start until at least mid '43.  As for the ship upgrades, it has been stated that the need for shipyards was put in to represent the need for the larger equipment that was available at the shipyard.  This equipment was not available forward with ships providing the repair facilities.  Just a shot at what it was really like back then.

Edit: It didn't mean that a drydock was required for all these upgrades, just that more detailed and heavier port/yard equipment was needed (dock side cranes and warehouse space with access to larger dock and handling equipment).
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Bullwinkle58
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RE: Slowing down Air & Naval operations

Post by Bullwinkle58 »

ORIGINAL: Hotschi


Both ideas are very good.
The way it is now one can simply let the upgrade start but can than pull the ship out of the yard without the upgrade process being stopped.

I consider this - as it is now - being a bug. Should not be possible - but I am no engineer.

I consider it not a bug, but a representation of the reality that not all of the drydock space is portrayed on the map, but all of the actual ships built are in the game. Does anyone think that the drydock capacity of the entire east and Gulf coasts of the US was 300,000 tons? Or that the SF Bay area was about 200,000?

The game is not a sim. There are abstractions. As it is, the balance on ship repair and upgrades works very well.
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