rethinking operations
Posted: Mon Jan 06, 2025 6:05 pm
Pretty much everyone finds the battle generator frustrating after a certain point. It keeps on not putting the ships you want into battle, or not arranged into the forces you want, or whatever. The designers have defended this by noting that in this period admirals were rarely able to arrange exactly the battle they wanted, and were constantly dealing with the unexpected with the tools they had on hand. And that's true! At the same time, the inability to tailor your force deployments can be immensely frustrating. So what are some ways that the game could be redesigned in order to give players more agency in this area while simultaneously retaining friction?
First of all, what is "this area"? Broadly speaking, it is "operations." What forces get engaged for what missions, and how are those forces arranged in the tactical battle itself? Operations is the middle layer between the (extremely good) design and procurement layer and the (also very good) tactical battle layer. And the problem is that operations isn't a clearly delineated layer, but is instead spread across a half-dozen different parts of the game interface. Which "class" a ship is, what mission (AF, R, TP) it is set to, what division it is a part of, what doctrinal choices you have made--all of these interact to determine how the ship gets deployed, and often in totally mysterious ways. The difference between BC and BB in the late era can often be quite impenetrable, and yet somehow also very consequential for how those ships are deployed.
Operational planning could be streamlined by giving a more detailed menu of mission types and the option to assign different ships priorities for engaging in those missions (beyond just AF/R/TP). This would, for instance, make it easier to encourage small BCs to perform patrol-type missions and larger BCs fleet engagement type missions. It would be easier to encourage your heavy warships act as an independent surface group in carrier engagements, rather than being tied to your own carriers. BUT there would also be room for friction--the ever-present possibility that the enemy performs an ambush, your ships are out of position, the needs-must necessities of war drove a ship to a nonstandard position.
Even if the mechanics were tuned to overall push the player towards designing a relatively balanced fleet, as they currently do, this system would make that reasoning *intelligible* to the player within the mechanics of the simulation, and would give people the opportunity to push those boundaries with nonstandard choices (as we all know we want to). For example, if "fleet scout" became an operational mission, then it would once again make sense to build CAs (for instance: 2x4x10 guns, 34 knots, long range, 4 floatplanes) for that role, or alternatively light BCs, instead of ignoring the class and creating a "hollow middle" between your huge supercapitals and your tiny CLs.
anyways devs if you're listening just my two cents
First of all, what is "this area"? Broadly speaking, it is "operations." What forces get engaged for what missions, and how are those forces arranged in the tactical battle itself? Operations is the middle layer between the (extremely good) design and procurement layer and the (also very good) tactical battle layer. And the problem is that operations isn't a clearly delineated layer, but is instead spread across a half-dozen different parts of the game interface. Which "class" a ship is, what mission (AF, R, TP) it is set to, what division it is a part of, what doctrinal choices you have made--all of these interact to determine how the ship gets deployed, and often in totally mysterious ways. The difference between BC and BB in the late era can often be quite impenetrable, and yet somehow also very consequential for how those ships are deployed.
Operational planning could be streamlined by giving a more detailed menu of mission types and the option to assign different ships priorities for engaging in those missions (beyond just AF/R/TP). This would, for instance, make it easier to encourage small BCs to perform patrol-type missions and larger BCs fleet engagement type missions. It would be easier to encourage your heavy warships act as an independent surface group in carrier engagements, rather than being tied to your own carriers. BUT there would also be room for friction--the ever-present possibility that the enemy performs an ambush, your ships are out of position, the needs-must necessities of war drove a ship to a nonstandard position.
Even if the mechanics were tuned to overall push the player towards designing a relatively balanced fleet, as they currently do, this system would make that reasoning *intelligible* to the player within the mechanics of the simulation, and would give people the opportunity to push those boundaries with nonstandard choices (as we all know we want to). For example, if "fleet scout" became an operational mission, then it would once again make sense to build CAs (for instance: 2x4x10 guns, 34 knots, long range, 4 floatplanes) for that role, or alternatively light BCs, instead of ignoring the class and creating a "hollow middle" between your huge supercapitals and your tiny CLs.
anyways devs if you're listening just my two cents