Guad Mod - AE Scenario 4 - AAR - No Nik

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

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Erik Rutins
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by Erik Rutins »

ORIGINAL: Tanaka
Firing arcs are still off in the art! [:(]

That's not the final art. For continuity, Joe and Nik are playing with a build that's several weeks old from when they started their AAR.

As far as the damage questions, System damage is no longer this all-enveloping category. System damage is pretty much "minor" damage now. Weapon damage is separate from System damage. Engine damage is a whole new damage category and both it and Flotation damage now are modeled with Major and Minor damage too. When you see a ship repairing System damage fairly quickly in AE, that's normal, because it's not the same as System damage in WITP.
Erik Rutins
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castor troy
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by castor troy »

ORIGINAL: jwilkerson

Right, I did send the heavily damaged ships back to Japan.

Comparing SYS damage in AE to SYS damage in stock is somewhat erroneous. SYS damage ini stock includes an abstraction of many types of damage including major damage. In AE much of this "major" damage is moved over to the floatation and engine "major" damage categories. Hence SYS damage is now the "everything else" category - and is generally easier to repair than in stock. In stock a ship with 20-30 SYS damage is pretty badly beat up - in AE not as much the case. Regardless it would be pathelogical to have a case in AE where a ship had 99 SYS damage and zero floatation or engine damage. If such a case arose - the ship would probably repair faster than stock - but I have never seen such a case in AE.


ok thanks joe
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