WITPQS:
I do not propose to get into an extended debate. This is, in fact, very old hat, and the concepts involved were
discussed many years ago, in the original WITP versions. There have always been people who did not like the
approach we (the RHS team) took. The best I can say is that submariners have said nice things about why it
was something of an improvement. My comments were made in the context of what was posted long ago, and by private
correspondence with programmers. One of the AE play-testers was long on the RHS team (and technically remains so
in an honorary sense, but is only rarely able to work).
The oversimplified theory I presented about how the AE handles naval weapons is not an impression - it is derived
from an explanation posted long ago by a programmer. It is pretty clear the description is correct - and ASW data
in particular nails down that this was the theory. You don't have ASW weapons which "aim" in the sense guns and
torpedoes do - even to the extent they may "throw" to the side or "drop" to the rear, or "project ahead." Its not
as if one can see the submarine and aim at it, nor that the weapons arrive so fast the submarine isn't going to
maneuver during the delivery process. For that reason, ASW weapons (with the single exception of the intelligent
torpedo - introduced late in WW2) tend to be used in patterns. It is a very statistical thing. Given the lack
of hooks in AE to provide much more, the best we can do is work out a system that models the chances of a hit per
pattern fired. This can be related to real data, at least. And it is very much related to the kind of weapons on
the vessel - and their number. But it isn't that you had "enough weapons on the port side to engage a submarine
off to port" - so the data should not be entered in that form.
ASW is hard IRL. It is STILL hard. The last time there was a "real submarine battle" was probably in the Falklands
war. The NATO ASW specialist navy - RN - expended "virtually every piece of ASW ordnance in inventory" to conduct
approximately 200 attacks on a single submarine. It was only localized twice. It was not damaged either time, never
mind sunk, and never mind facing a range of weapons. It also managed to twice solve a fire control problem on a
British carrier, and fire torpedoes on it - which were detected. These failed because a guide wire broke. By the
time that was fixed, the war was over. Both the modern ASW specialists and the modern sub with a modern, German
designed guided torpedo failed to score. Such frustrations are more or less SOP in the world of ASW and submarine
warfare. We wanted to make submarines more realistic and did what we could to better model them - sans rewriting
code - which is not allowed under our license terms. But my second computer program was "The Enemy Below" - I have
a bit of interest in the subject. We wanted to show that early ASW suites were less effective, and that ASW overall
was vastly too effective (threatening to wipe out enemy sub fleets if used much). One thing code may have got right
is that experience matters - although code lets crews get it far to fast. USS England got to the point it needed
but a single pattern to SINK a submarine. Another ship in the same conditions - when given a shot - could not.
Today the problem we have is that there is no way to get much experience: we only got to play with a sub once in
2-3 years in my day - and today the average is about twice that - if a ship EVER gets to actually play with one.
Also, general purpose ships are probably not as effective as specialist ships: AAW ships are not likely to become
superb escorts because they spend too much time with their "day job" - which itself requires a lot of effort.
We never insisted anyone agree with our approach. It is offered as an alternative.
You are grossly misstating Alfred's explanation and then criticizing your distorted version. What Alfred posted abut the ASW rating is correct. The thread he linked to in a related post spells that out in more detail. There is no "weapons = raw power" theory in AE; that is nonsense. Various of the player displays show numbers that are tallies of certain things. The tally of ASW weapons is one such thing. It is not "raw power" and, as the developers have stated clearly, it is not used at all in the code of the combat algorithms. The same is true of the numbers shown for guns and AA on ships, and flak at bases. Calling the combat algorithm code "cheap code" is really outrageous. Code has to run on something and people do not have unlimited funds for limitless hardware. Code that works and which people can use requires intelligent compromises. AE is a masterful example, none better so far. And when people want to know how ASW works in AE they are well served by reading the thread Alfred linked to.