Ship damage and mission completion

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prothall
Posts: 3
Joined: Sun Mar 30, 2008 2:03 am

Ship damage and mission completion

Post by prothall »

Mingohh has already commented on the fact that destroyers can take an aweful amount of punishment, but I have also noticed that speedy little destroyers seem to take hits more often than slower bigger targets like battleships.
I also think AI taskgroups that have a mission should modify the mission based on ship damage. I was playing Pearl Harbor advanced warning and the Japanese AI had 2 destroyers on a mission to bombard Midway. Search planes found the 2 destroyers and my PBYs attacked...eventually hitting one destroyer 3 times with torpedos (see super destroyer post) and the other one once.
I would think a group commander without air support and an enemy aware of his position and already damaged both of his units would have given up the asignment as a bad job. But the plucky little damaged destroyers continued on at 10 knots and bombarded anyways. ( I did get revenge by sinking them before the senario ended).
Two other little problems with this senario. losing land based planes does not count against the American side in victory points and there are 5 ships starting off the senario damaged on the American side but the Japanese side gets credit for the damage they did not inflict.
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Gregor_SSG
Posts: 681
Joined: Thu Mar 06, 2003 9:22 am
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RE: Ship damage and mission completion

Post by Gregor_SSG »


You have a fair amount of control over how agressive AI groups are. The scenario designer allocates the points that each ship is worth and sets the level at which the TG will decide that it too damaged to continue, so by manipulating these you can decide how gung ho you want the TG to be.

Gregor
Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.
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