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Sub attack routines
Posted: Sun Feb 07, 2010 10:11 am
by Halsey
Something I'd like to see included.
Subs always seem to go straight in to the fattest target.[:(]
Even though there is good escort coverage.
How about adding to the combat resolutions.
1. Sub unable to achieve targeting solution.
2. Sub unable to penetrate escort screen.
3. Sub detected, and is unable to press home attack.
Other ideas?
RE: Sub attack routines
Posted: Sun Feb 07, 2010 11:06 am
by castor troy
ORIGINAL: Halsey
Something I'd like to see included.
Subs always seem to go straight in to the fattest target.[:(]
Even though there is good escort coverage.
How about adding to the combat resolutions.
1. Sub unable to achieve targeting solution.
2. Sub unable to penetrate escort screen.
3. Sub detected, and is unable to press home attack.
Other ideas?
I see subs attacking escorts 50% of the time instead of going for teh "fat" target
RE: Sub attack routines
Posted: Sun Feb 07, 2010 11:11 am
by Mark Weston
Well, item 2 is surely the reason why we get so many sub vs escort combat interactions; that's the screen doing its job. And item 3 is pretty much the standard ASW attack in AE; escorts depth-charge sub, sub dives for the bottom, escorts lose contact.
As for 1, my feeling is that the combat replay is plenty long enough already. Adding several combat animations for a no-result "sub unable to achieve firing solution" per turn strikes me as being a bit too much of a good thing.
RE: Sub attack routines
Posted: Sun Feb 07, 2010 12:42 pm
by Halsey
Well, I've been seeing subs from both sides just sail right through big screens and attacking the capital ships.
Wouldn't need the animation to run.
Just a pop up at the start of the attack, and the message.[;)]
RE: Sub attack routines
Posted: Sun Feb 07, 2010 1:23 pm
by John Lansford
My subs and the AI's have been shooting at escorts more often than the ships they escort, unless there is just one or two escorts that is.
RE: Sub attack routines
Posted: Sun Feb 07, 2010 1:38 pm
by Don Bowen
ORIGINAL: Halsey
Something I'd like to see included.
Subs always seem to go straight in to the fattest target.[:(]
Actually no. There is a strong preference for the"best" target but a randomizer gives a chance that any target might be selected. Been that way since WITP. I do believe that the randomizer was toned down (a couple of years ago) to
increase the chance of selecting the biggest, bestest target.
Even though there is good escort coverage.
Escort coverage does matter. Good escorts can prevent an attack and can attack the sub before it gets a chance to fire. But, if the escort does not prevent the attack, the sub gets to choose targets.
How about adding to the combat resolutions.
1. Sub unable to achieve targeting solution.
That's in there too. Been there for some time (years) and I think a message was added a couple of years ago. But you won't see it very often. With a little luck on the dice rolls, you might never see it.
2. Sub unable to penetrate escort screen.
3. Sub detected, and is unable to press home attack.
Both in there since WITP.
The main issue is random. In ALL combat results there is extensive use of random to ensure the same results are not achieved every time (but there is a check to be sure you can't change results by running the same save game again). A very large amount of trouble was taken, way back in WITP (and before), to make sure results were unpredictable. Otherwise it would be a very boring game after the first play or two.
RE: Sub attack routines
Posted: Sun Feb 07, 2010 9:51 pm
by Halsey
Thanks for the clarification Don.
Don't really like the increase in targeting capital ships, since the asw/air routine was toned down too.
That really increases the possible attacks on "wet dream" targets.[:D]
Thanks again!
RE: Sub attack routines
Posted: Mon Feb 08, 2010 3:41 am
by spence
Have to say that it does seem that the "wet dream target" gets shot at more often in AE than in WitP. Of course if you're Allies then it doesn't matter until late 1943. That does sorta feel right though.