ORIGINAL: Mynok
I think most players would prefer some kind of balance more than slavish adherence to history in one aspect of the game, when other, major, factors are hard-coded to be very ahistoric. If we ever get a WITP2 I hope refits and R&R, and historic tube management, are included. Until then, playing with ASW effectiveness variables is an attempt to steer around hard-coded game realities.
Amen. Sanest post (in a pool of very few) I've seen on this thread so far.
Thanks. I keep on this tune, even though the archetypes in Canoerebel's funny OP seem to disagree. You HAVE to take a bit of a 30,000 ft. view of the game, and especially remember what the devs set out to do. It wasn't to write WITP2. It was to fix, as much as possible, WITP while running on its base code. As we've all grown more familiar with it in the past months, that sense of awe that existed here in September has turned to a great deal of carping and micro-sniping.
In September I was carping about airborne ASW being "wrong." It probably still is in an historical, statistical sense. But it works in the total fabric of the game. It's balanced just fine. I can influence it in a number of ways, from plane selection, to training, to basing, to search sectors, to altitude, to fatigue management. It helps the skimmers find targets. They do enough prosecutions to keep the other side honest. It works well enough in the total game.
I have a modest proposal. Maybe it belongs in its own thread. But here goes:
For anyone who thinks ASW is wrong, ahistoric, borked, pick your poison, go into your sunk ships list and count how many ships--by each side--have been sunk by subs. Correlate to in-game date. Then we can at least see how these two arenas balance with history. USN subs sank over 1000 Japanese ships. I took a quick look (I'll count if others will), and I doubt I have 500 sinkings by December 10, 1943. I've been super-aggressive with my boats, very ahistoric in where I send them, and how damaged I let them go out. I know the track won't be linear given dud rates, but I'm going to be hard pressed to reach historic totals. OTOH, the "super-powered Japanese ASW" has sunk about a dozen boats to date. Yeah, AI, etc. But still . . .
And a quesiton for those who want the IJN to never, or nearly never, fire at escorts. If the sub is bingo fuel tomorrow, and a KV shows up, should the CO shoot at it? How about two days fuel? What parameters would you give the coders if you were doing the system analysis for them? Under what exact conditions should a sub shoot at an escort? Different for each side? (Historically, the USN began going after escorts on purpose in mid-1944. See USS Harder.) Do the players think there should be parallel code bases for the two sub fleets? (Not that this will happen.) Is the issue that they shoot at all, or is the issue that they hit escorts too often? I suspect that code is easier to alter than firing-decision code. Ecorts should be hard to hit for several reasons, primarily short waterlines, fast spins, and more lookouts per ton than merchants. But I sure don't know how to tell a coder how to tweak any of those to be "historic" (Were Canuck lookouts better than guys from Brooklyn?), let alone how to do it and not break something else--like have that I-boat use those four fish on a tanker day after tomorrow that "should have" lived if only that KV had died.
It's not an easy quesiton. But in all of these micro-portions of the PTO, I think it's important to always consider the game balance first. You can't willy-nilly change an area that always pushes against another hard-coded area without causing more trouble than you started with.