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RE: Quick update on development progress.

Posted: Tue Jun 15, 2004 6:16 pm
by freeboy
Ok mod your own version.. do early ak conversion to tankers and invade.. only whatch out for the supply line[:'(]

RE: Quick update on development progress.

Posted: Tue Jun 15, 2004 7:10 pm
by Damien Thorn
The plane limit per task force doesn't really matter because you can put 3 task forces of 2 CVs each into the same hex and when they launch their strikes they will still arrive as one big strike. At least, that is the way it works in UV. If they are going to all of this trouble I hope they at least make strikes from seperate task forces also have a chance of miscoordination. Otherwise the 3 tf of 2 CVs will completely subvert their attempt and the Death Star will live again (not withstanding fuel and map size issues).

RE: Quick update on development progress.

Posted: Tue Jun 15, 2004 7:34 pm
by Toro
Do the real math. 1667 turns x 2 (you want to play both sides once of the grand campaign).

Oh my god, to think I'll finish TWO games? I can't think that far ahead! [:D]

RE: Quick update on development progress.

Posted: Tue Jun 15, 2004 7:57 pm
by Mr.Frag
"Unlimited Free Fuel"

Hex offset ... nevermind! [:D]

RE: Quick update on development progress.

Posted: Wed Jun 16, 2004 8:09 am
by AmiralLaurent
ORIGINAL: Damien Thorn

The plane limit per task force doesn't really matter because you can put 3 task forces of 2 CVs each into the same hex and when they launch their strikes they will still arrive as one big strike. At least, that is the way it works in UV. If they are going to all of this trouble I hope they at least make strikes from seperate task forces also have a chance of miscoordination. Otherwise the 3 tf of 2 CVs will completely subvert their attempt and the Death Star will live again (not withstanding fuel and map size issues).

The worst problem with the death satr tactic is the CAP put by all these CV, that made it almost impossible to hit. And CAP coordination was not so good before 1944 and widespread use of radar controled CAp from special teams aboard US ships. I hope there is some malus applied to super CAP. If 3 TF of 4 CV (each with a CAP of 60 fighters) are in the same hex, a raid on one of the 3 TF should only face the 60 of this TF + some tens of the others, and not 180.

RE: Quick update on development progress.

Posted: Wed Jun 16, 2004 1:07 pm
by ZOOMIE1980
ORIGINAL: AmiralLaurent
ORIGINAL: Damien Thorn

The plane limit per task force doesn't really matter because you can put 3 task forces of 2 CVs each into the same hex and when they launch their strikes they will still arrive as one big strike. At least, that is the way it works in UV. If they are going to all of this trouble I hope they at least make strikes from seperate task forces also have a chance of miscoordination. Otherwise the 3 tf of 2 CVs will completely subvert their attempt and the Death Star will live again (not withstanding fuel and map size issues).

The worst problem with the death satr tactic is the CAP put by all these CV, that made it almost impossible to hit. And CAP coordination was not so good before 1944 and widespread use of radar controled CAp from special teams aboard US ships. I hope there is some malus applied to super CAP. If 3 TF of 4 CV (each with a CAP of 60 fighters) are in the same hex, a raid on one of the 3 TF should only face the 60 of this TF + some tens of the others, and not 180.

I remember way back in North Atlantic '86, Gary Grigsby had a really nifty formula for calculating just how many of what long range CAP A/C got involed in defense of bases/TF's, especially bases/TF's that were NOT the home base/TF of the CAP A/C. I still have those formula laying around. Wonder if they are still using something like that still?

RE: Quick update on development progress.

Posted: Wed Jun 16, 2004 8:22 pm
by mogami
My last Carrier battle saw 4 USN CV in 2 TF engage 6 IJN CV and 4 IJN CVL in 1 TF. Result was 2 USN CV sunk with 4 IJN CV and 2 CVL badly damaged. (FOW was on)
CAP setting was 50 percent.
I'm almost certain Akagi, Hiryu and Junyo sunk or were in sinking condition. The 2 CVL were hit many times as well.

RE: Quick update on development progress.

Posted: Wed Jun 16, 2004 9:46 pm
by Grotius
Damien Thorn, I asked whether it was a limit of planes per TF or planes per hex, and someone said it was planes per hex. So death star tactics really will backfire in WiTP, if that's accurate.

RE: Quick update on development progress.

Posted: Wed Jun 16, 2004 9:52 pm
by Grotius
Yeah, I found the exchange. I asked whether the death star limit was a per-TF limit or a per-hex limit, and DoomedMantis seemed to reply that it's a per-hex limit. It's in the thread "But yea how is the AI," second page.

Maybe someone can clarify here once and for all, though. Can I circumvent the anti-death star rules by piling 6 CVs into 6 TFs all in one hex? If I do that, can I still get a hornet's next of 200 fighters circling all 6 CVs, or does the anti-Death Star code impede this tactic? I hope it does.

RE: Quick update on development progress.

Posted: Wed Jun 16, 2004 9:57 pm
by kaleun
So will DD be available by the 29th? (St. Peter's day)

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 12:20 am
by Mike Scholl
ORIGINAL: Grotius

Yeah, I found the exchange. I asked whether the death star limit was a per-TF limit or a per-hex limit, and DoomedMantis seemed to reply that it's a per-hex limit. It's in the thread "But yea how is the AI," second page.

Maybe someone can clarify here once and for all, though. Can I circumvent the anti-death star rules by piling 6 CVs into 6 TFs all in one hex? If I do that, can I still get a hornet's next of 200 fighters circling all 6 CVs, or does the anti-Death Star code impede this tactic? I hope it does.

I would LOVE for someone to explain to me the justification for the "anti-deathstar" rule?
If the Japanese can START the war with a 6-carrier TF attacking PH and keep 4-5 of
them together up through the Indian Ocean raid and Midway---then WHAT can possibly
be the justification for thei garbage?

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 12:31 am
by GameTester
ORIGINAL: Mike Scholl

I would LOVE for someone to explain to me the justification for the "anti-deathstar" rule?
If the Japanese can START the war with a 6-carrier TF attacking PH and keep 4-5 of
them together up through the Indian Ocean raid and Midway---then WHAT can possibly
be the justification for thei garbage?

I agree, they did use "deathstars". Anyway the Japs will probably be stretched too thin to use "deathstars" very much.

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 5:22 am
by ATCSMike
ORIGINAL: Joel Billings

We'll be ready as soon as David is. The manual is off for layout and David is just finishing up some music/sound items. We keep making small changes while we wait, but we don't expect anything major to change between now and going gold. I'd expect the actual gold will happen late next week if things go well. We still expect the game to be on sale at Origins on the 24th and digital download (with option to get CD) shortly after that. It won't be any sooner than that, and it shouldn't be later unless something major comes up.

Woo Hoo!!! Can't wait..

Mike

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 5:27 am
by ATCSMike
ORIGINAL: Sonny
ORIGINAL: bradfordkay
As Super Chicken said to Fred - "You knew the job was dangerous when you took it."



It has been quite a long time since I have heard a call for Super Chicken, Caaall for Super Chicken

Can somebody explain "super chicken" to me? I had a girlfriend in high school who called me that, but I apparently have never seen the show (comic book?).

Maybe you girlfriend was calling you a chicken in the extreme![:'(]

Super Chicken was one of three cartoons in a cartoon show of long ago. There was George of the Jungle, Super Chicken and Tom Slick (and his Thunderbolt Grease Slapper).

I used to watch it, way back when.

Man, I'm getting old. [>:]

Mike

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 12:32 pm
by TIMJOT
ORIGINAL: Mike Scholl

I would LOVE for someone to explain to me the justification for the "anti-deathstar" rule?
If the Japanese can START the war with a 6-carrier TF attacking PH and keep 4-5 of
them together up through the Indian Ocean raid and Midway---then WHAT can possibly
be the justification for thei garbage?

Well I wouldnt say they exactly kept 4-5 together up through the Indian Ocean Raid. Hiryu & Soryu split off immediately after PH. First to Wake then to DEIs. The 4 other CVs went back to Japan. Then Kaga Akagi and Zuikaku went to Truk and Rabual. Then Zuikaku went back to Japan to rejoin Shokaku there. The Kaga & Akagi went to DEIs and eventually Joined up with Hiryu & Soryu for Darwin and Tjlaptap. Then Kaga went back to Japan for refit. While the Shokaku and Zuikaku rejoined the other 3 CVs for Indian ocean raid. So as you can see the IJN found it difficult to keep all there CVs together historicallyas well.

I agree though, that there isnt a need for an anti-CV death star rule. As tester have pointed out the size of the map and logistics suffices to limit the tactic, but if someone wishes to do it and can pull it off logistically I see no reason he shouldnt be allowed. I do think there should be an anti mega CAP rule however.

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 1:57 pm
by ZOOMIE1980
Well you do start getting coordination penalties when the number aircraft exceeds about 200 or so, mostly, I assume in CV vs CV combat as attacking a land target absent enemy CV's was a lot easier to coordinate large number of AC. I imagine a Japanese Midway size force is about as large a force as one may be willing to muster in this game. We'll see.

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 2:16 pm
by Mr.Frag
Well you do start getting coordination penalties when the number aircraft exceeds about 200 or so, mostly, I assume in CV vs CV combat as attacking a land target absent enemy CV's was a lot easier to coordinate large number of AC. I imagine a Japanese Midway size force is about as large a force as one may be willing to muster in this game. We'll see.

Land attacks being a fixed point in space that is not moving are much easier to coordinate. Fencing with moving targets is a lot tougher, hence the penalties.

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 4:14 pm
by bradfordkay
I used to watch it, way back when.

Man, I'm getting old.

Mike

That makes me feel older. I was no longer watching Saturday morning cartoons by then...

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 4:26 pm
by Nikademus
The Japanese planned to have all six carriers at Midway but that got spoiled by Coral Sea. The whole forming of the 1st Air Fleet was to combine all the fleet carriers and was well practiced by the Japanese.

The "con" to this "Pro" is that as mentioned......its a big map so while having all that awesome strike power in one place has it's uses, it also means that there are a whole hell of a lot of other areas left uncovered. Its a big map and it takes a long time to redeploy. If your opponent decides to 'strike where you aints", you wont be able to respond in time

RE: Quick update on development progress.

Posted: Thu Jun 17, 2004 4:30 pm
by Mr.Frag
I've got no problem with 6 CV's by Midway's time, but 6 CV's with aircraft on Dec 7th, 1941? Thats a little bit extreme.

They better have Buffalos on them and not F4F-3's.

If not, I expect Japan's CV's to have Zekes and Judys [:'(]