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RE: Hexes in SC3
Posted: Wed Aug 07, 2013 2:37 pm
by AlvaroSousa
Designing it is a combination of practicality and fun. You can keep the current system of naval movement and convoy. You just combine the ships.
You can leave a fleet in a sea hex or port and it has an effective search area radius to intercept the enemy. Just by setting your ships in surface combat and in a fleet with a right click (intercept) would allow it to hit passing enemy fleets. its just a thought process I've been working on.
Fleet marker -> group type -> set action (like planes intercept or not)
During combat most is automated to show what you spot. Then you can target a group you find with main target. The system randomly determines if you hit your target (or a secondary one) and how much damage per SC rules)
I might have to write all this down.
RE: Hexes in SC3
Posted: Fri Aug 09, 2013 1:51 pm
by Robert24
I think the idea of fleets can work;
Nice to see that there is agreement that the current convoy system is good;
Fleet intercept is interesting - should this be extended to air units on the coast?
If we automate intercepts, we should automate patrolling;
StratComAl, Once you have it written down please share[:)]
Robert
RE: Hexes in SC3
Posted: Thu Aug 15, 2013 12:31 am
by Happycat
ORIGINAL: StratComAl
Hubert got bombarded with ideas from myself and Bill for SC3. So there are a lot of things on the list. What Hubert puts in is up to him. There have been strong improvements with the A.I. also in the last 2 expansion packs. I am the designer of them and had input on the internal A.I.
But a good game takes time to test correctly. All the ideas can't just be dumped in there in one shot.
Hey Big Al. A new nom de guerre? Welcome to Matrix and Slitherine. You're right about the bombarding of Hubert---Marc and I have fired a few ideas his way too.
RE: Hexes in SC3
Posted: Thu Dec 12, 2013 3:54 am
by Hairog
I suggest using the concept of "air superiority" where the more fighters you have in an area the better your chances are that your bombers will spot the enemy fleet as well as protect your fleet from attack. So near land based area you would almost be sure to be spotted and attacked if air units are within range while at sea the presence of a carrier or three would be crucial. Longer range fighters have bigger zones of control. Longer range patrol planes have bigger spotting zones of control. No invasion fleets sneaking across the Channel without being attacked heavily and small islands in Pacific become valuable major bases for land based bombers. Just like real life.
Also a Zone of Control concept again with "air superiority" rating being the key to spotting and attacking the enemy in sea movement. Use fog of war in ocean areas. If you move near an enemy fleet you both have chance of seeing or one surprise attacks ala Midway. Computer decides without players even knowing enemy fleet is near or sub etc. Either player might not even know that enemy is near and slipped by or attacked until too late. Longer range planes the bigger the zone. The enemies fighters would negate your fighters in close and make it easier to slip by or fight, your option. Computer decides battle with fighter vs CAP, CAP vs bombers, AA vs bombers, bombers attack ships. Same for subs.
Same for land. Your fighters create an air superiority rating that prevents or damages any tactical or strategic bomber mission within their zone of control while long range escorts fight off your fighters. Tactical (Stukas, IL2,P-38 etc.) bomber units are mainly use for interdiction (increase movement points) or to increase land attack odds. Strategic bombers break rail lines and damage factories, oil fields etc.
Better radar better odds you spot he doesn't.