Is surface combat "React to enemy" working?

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: Is surface combat "React to enemy" working?

Post by freeboy »

yep, I just had my last in a series of terrible catastrophic oopsis in my pbem game.. I forgot to run cap over an invasion.. thought I did but realize I was so messmerized with trying to get my lba and subs to attack his spotted fleets I forgotthis one basic rule.. do the basics... so he showed up, and slaughtered twnty plus small invasion vessels! ouch, most of the troops landed, at least I am telling myselfthat! I am pushing hard into enemy territory before he can build up for my late 43 push, so losses are to be expected BUT not cause I am stupid, and back on track
MIO works.. If it needs be tweeked perhaps we can add a cv handle that says .. "run away" and then only cv groups with slower speeds will get bushwacked BUT I love have ca dd and cl raiders , I love threatening the enemies cv 's and in early war during jap expansion days running around causing him to use BB's to escort merchies!!!
Now its not the case...
so MIO should be governed by rules of aggression and speed.. but not iliminated.... squeek squeek squeek...
"Tanks forward"
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Is surface combat "React to enemy" working?

Post by witpqs »

ORIGINAL: AcePylut

I have to problem with surface intercepts in teh same hex. It's only a 40 mile wide hex after all... put two opposing sctf's into that...

NO, I think the problem is more that we think of ships and troops and planes as "units" not "people"... and as such, we throw them all over the place all willy-nilly, without a care for their mothers at home, or our political standing.

I think you're right. First, TF's are spread over some area. Second, we should not assume that a TF is automatically centered within the hex (the game code might use random factors for that). Third, TF's are moving thereby covering - and seeing - more ocean. Fourth, the same is true of enemy TF's. Some percentage of the time a TF would even have visual contact with a TF in an adjacent hex.

Here is a table of visibility over distance that helps to bear that out.



Image
Attachments
VisibilityTable.jpg
VisibilityTable.jpg (142.46 KiB) Viewed 65 times
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Is surface combat "React to enemy" working?

Post by witpqs »

Another factor for the difference between WITP and AE is that in WITP the code only checked for intercepts at the end of each movement phase. TF's that in theory had occupied the same hex at the same time were not checked for intercepts because movement was handled in 'jumps'. In AE they handle movement one hex at a time and check for possible intercepts every hex of the way. No more warp jumps!
User avatar
crsutton
Posts: 9590
Joined: Fri Dec 06, 2002 8:56 pm
Location: Maryland

RE: Is surface combat "React to enemy" working?

Post by crsutton »

ORIGINAL: Reverberate
ORIGINAL: crsutton
Yes, it works too well. Too many sucessful mid ocean intercepts. I am beginning to wonder if the real purpose of my carriers is to load them up with fighters to protect my surface forces......[&:]
Any of you 5-star posters have any pull with the devs? This needs to be changed!


None at all. But when you get your fifth star, they send you a toaster......
I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg
User avatar
crsutton
Posts: 9590
Joined: Fri Dec 06, 2002 8:56 pm
Location: Maryland

RE: Is surface combat "React to enemy" working?

Post by crsutton »

ORIGINAL: vonTirpitz

And your opinion is welcome but I recall several U-Boat intercepts in mid-ocean and they are a bit slower than surface ships. Speaking in absolute terms does a disservice to everyone.


Correct, and I don't want to see it go away. It should be a little better than it was in WITP-for game fun purposes more than anything else, but toned down a bit IMHO. Allies might get an edge in late war due to signet and radar but that is no big deal to me.
I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: Is surface combat "React to enemy" working?

Post by freeboy »

mio comes in a veriety of packages.. sub intercepts imo should be totally seperate.. for surface mio, ie non subs... if a slower group was steaming towrds a known objective.. any reasonable observer would grant a mio.. its whne the two are equal or near equal in the middle ofteh ocean thatthings get trickey, night weather all come into play, BUT if they are looking for each other.. the ocean shrinks dramaticalluy, with larger tf having a somewhat larger footprint, if you will.. say 6-10 miles wide plus search planes and radar working.. so we are searching and covering a good deal with our efforts.. I  am trying to flee.. I am close in speed or have an advantage. UNLESS I turn tail and flee the area, there is always imo a chance of an engagment where a faster get "caught" by a slower... stumbles into would be a better way to put things..
One area we could resonable adress is in ai.. not the ai enemy but the friendly ai pathfinding and reacting ai, how it decides when to turn tail and ru nand when to advance into hells fury! I mean, a cv groups hould always turn tail... but not in my pbem game!
bye bye Yorktown.. for allies, and multiple engaged but not sunk Jap Cv's.. wow... that is something to look at...
"Tanks forward"
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: Is surface combat "React to enemy" working?

Post by castor troy »

ORIGINAL: crsutton

ORIGINAL: Reverberate
ORIGINAL: crsutton
Yes, it works too well. Too many sucessful mid ocean intercepts. I am beginning to wonder if the real purpose of my carriers is to load them up with fighters to protect my surface forces......[&:]
Any of you 5-star posters have any pull with the devs? This needs to be changed!


None at all. But when you get your fifth star, they send you a toaster......


must have missed mine and when I got my fifth star this was long before I pissed everyone off...
Post Reply

Return to “War in the Pacific: Admiral's Edition”