Next Patch

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DrZom
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Next Patch

Post by DrZom »

I find it curious that carriers cannot send out scouts. Can you add a fourth mode: scout? Do not have it count against attacks, but maybe movement. Perhaps make it such that a carrier can send out as many scout missions as it has action points.

I have not played an Axis game since the latest patch, but I did not see in your announcement that you had changed the harbor points at Singapore when occupied. Why do they both become 8 point harbors when occupied, but are only 5 point harbors for the Allies?
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RE: Next Patch

Post by OldCrowBalthazor »

ORIGINAL: DrZom

I find it curious that carriers cannot send out scouts. Can you add a fourth mode: scout? Do not have it count against attacks, but maybe movement. Perhaps make it such that a carrier can send out as many scout missions as it has action points.
Have you tried using the SHIFT key? That's how I scout...usually in Ftr mode btw. In SC-WW1, where the carriers are basically seaplane tenders...this is a crucial way to scout sea hexes. Of course I maybe misinterpreting your question. Maybe a separate mode would be better than holding down the key...a 'twitch' skill as it were. [:)]
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RE: Next Patch

Post by EarlyDoors »

ORIGINAL: DrZom
I have not played an Axis game since the latest patch, but I did not see in your announcement that you had changed the harbor points at Singapore when occupied. Why do they both become 8 point harbors when occupied, but are only 5 point harbors for the Allies?

There are many similar scenarios to this and the short answer is that it is easier for the Axis to achieve a rail link back to a capital / secondary supply source / industrial center

It is galling if the Allies diplo Sweden or Turkey only to find max supply across the country is 5 yet grows to 8/10 as soon as captured by Axis
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RE: Next Patch

Post by Pavia »

How is it to explore with aircraft carriers with the capital key?
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RE: Next Patch

Post by DrZom »

ORIGINAL: OldCrowBalthazor

Have you tried using the SHIFT key? That's how I scout...usually in Ftr mode btw.

No. I was not aware of that. I will check it out right away. Thanks.
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RE: Next Patch

Post by DrZom »

ORIGINAL: OldCrowBalthazor

Have you tried using the SHIFT key?

Not a fan. Counts as a strike, which makes no sense to me. You will forgive me if I like my idea better. [:D] Seems more realistic.
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RE: Next Patch

Post by EarlyDoors »

The Naval spotting range of carriers is high.
Although this only applies on the first move, I believe that it reflects scouting/spotting ability.
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RE: Next Patch

Post by SittingDuck »

Sorry, but I don't like the idea of carriers having the greatest naval spotting range, two strikes, plus a scout mission (if you are suggesting that).

Amazing things, those carrier groups. But that would be beyond overpowered in the game.
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RE: Next Patch

Post by DrZom »

ORIGINAL: SittingDuck

Sorry, but I don't like the idea of carriers having the greatest naval spotting range, two strikes, plus a scout mission (if you are suggesting that).

Amazing things, those carrier groups. But that would be beyond overpowered in the game.

I am not suggesting a greater spotting range than whatever the strike range is.
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RE: Next Patch

Post by gpcgarag »

ORIGINAL: OldCrowBalthazor

ORIGINAL: DrZom

I find it curious that carriers cannot send out scouts. Can you add a fourth mode: scout? Do not have it count against attacks, but maybe movement. Perhaps make it such that a carrier can send out as many scout missions as it has action points.
Have you tried using the SHIFT key? That's how I scout...usually in Ftr mode btw. In SC-WW1, where the carriers are basically seaplane tenders...this is a crucial way to scout sea hexes. Of course I maybe misinterpreting your question. Maybe a separate mode would be better than holding down the key...a 'twitch' skill as it were. [:)]
That actaully helped me with carriers alot
Thank you
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RE: Next Patch

Post by Calaf »

Please explain this SHIFT key business ...
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RE: Next Patch

Post by SittingDuck »

I am curious as well. Perhaps I can use it on ATM machines.
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RE: Next Patch

Post by OldCrowBalthazor »

ORIGINAL: Calaf

Please explain this SHIFT key business ...
Whoops I got mixed up with SC-WW1 where to scout sea hexes in recon mode..you have to hold the shift key down.
Sorry about that..been playing SC-WW1 straight since Dec 2019..and got the mechanic mixed up...old "dain bramage' is the cause no doubt. [:D]

Here's an image of how to 'scout' recce-recon in SC-WW1 where I have to depress the SHIFT key in order to do this:

Image

So in SC-WW1..CVL's (Sea Plane Tenders) have recon and recon-bombard mode. The only way to scout Sea Hexes is by using the SHIFT key...a rather cumbersome deal. Again sorry..this is not the case with SC-WaW.

btw..Since Carriers already have an inherent spotting range..but the fighters for example can scout an aditional hex...is this idea of a 4th mode supposed to also enhance the range if used...for example by a scout. If so..that might not be a bad idea..but the scouts got to be nearly defenseless I would presume?
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RE: Next Patch

Post by DrZom »

ORIGINAL: OldCrowBalthazor
...is this idea of a 4th mode supposed to also enhance the range if used...for example by a scout. If so..that might not be a bad idea..but the scouts got to be nearly defenseless I would presume?

I had not considered a farther search range than the current CV's build for missions. What do you think it should be?

Perhaps a successful mission could be subject to a die roll to represent both spotting the enemy and another for the chance of being shot down, or other mishap. If the scout does not return, that information would be provided and the player can draw his own inference. Of course, the opposing player would be advised that a scout was discovered if one is, based on the die roll.

The mechanics can be discussed. The question is whether a fourth mode for scouting would add to the game? Particularly in the Pacific, I think it would. What do you think?

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RE: Next Patch

Post by OldCrowBalthazor »

ORIGINAL: DrZom

ORIGINAL: OldCrowBalthazor
...is this idea of a 4th mode supposed to also enhance the range if used...for example by a scout. If so..that might not be a bad idea..but the scouts got to be nearly defenseless I would presume?

I had not considered a farther search range than the current CV's build for missions. What do you think it should be?

Perhaps a successful mission could be subject to a die roll to represent both spotting the enemy and another for the chance of being shot down, or other mishap. If the scout does not return, that information would be provided and the player can draw his own inference. Of course, the opposing player would be advised that a scout was discovered if one is, based on the die roll.

The mechanics can be discussed. The question is whether a fourth mode for scouting would add to the game? Particularly in the Pacific, I think it would. What do you think?

I haven't really thought of this until you proposed the idea. It sounds cool..but would be interesting to test if someone figured out how to mod this.
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RE: Next Patch

Post by BillRunacre »

How would a scouting strike differ in game from launching Carrier-borne Fighters to scout a hex?
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RE: Next Patch

Post by DrZom »

ORIGINAL: BillRunacre

How would a scouting strike differ in game from launching Carrier-borne Fighters to scout a hex?

It would not be a strike. It would not be fighters. It would be scout planes that would have whatever range seems appropriate relative to fighter/bombers. The cost for using a scout mission could be in action points (time) to the CV rather than counting as a full fighter wing mission and thereby losing a strike.

Just a thought to add some realism. Carrier battles depended on scouting missions, no?
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RE: Next Patch

Post by SittingDuck »

I could get behind an AP hit for one scout mission.
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RE: Next Patch

Post by EarlyDoors »

Carriers already have great visibility
I don’t see a need for alterations in the vanilla game
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RE: Next Patch

Post by BillRunacre »

ORIGINAL: DrZom

ORIGINAL: BillRunacre

How would a scouting strike differ in game from launching Carrier-borne Fighters to scout a hex?

It would not be a strike. It would not be fighters. It would be scout planes that would have whatever range seems appropriate relative to fighter/bombers. The cost for using a scout mission could be in action points (time) to the CV rather than counting as a full fighter wing mission and thereby losing a strike.

Just a thought to add some realism. Carrier battles depended on scouting missions, no?

Thanks for the explanation.
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