naval wear and tear

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
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gwgardner
Posts: 7303
Joined: Fri Apr 07, 2006 1:23 pm

naval wear and tear

Post by gwgardner »

I don't think this is implemented, so thought it would make sense if a player keeps a ship(group) at sea continuously (as I always do with the Allies), there should be a progressive penalty in damage, representing wear and tear for never going to port.

What do you naval experts think?

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Chocolino
Posts: 2095
Joined: Sat Feb 14, 2009 2:32 pm

RE: naval wear and tear

Post by Chocolino »

This is a very good point Gary.

Being no expert myself (but having stayed at a certain hotel chain) and having browsed the forum of the colleagues at WitP forum on occasion it appears that wear and tear (mechanical damage other than from battle) is always present at moderate levels over time but kicks in really noticeable once you travel at flank speed. Since ToW does not have enough detail to model ship speed this will not work here.

One could of course assign 1 HP damage with a certain probability when changing sea zones as a very crude representation of this effect and a lower chance of damage if one stays in the same sea zone. (But who says that ships only travel fast when changing sea zones, I know). SS with their two HP damage would suffer over proportionally, too. At WitP they have a scale from 0-100 damage which allows to represent damage more differentiated.

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