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Edwin P.

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Everything posted by Edwin P.

  1. I would like to see engineers have the ability to build 1) Railroads and 2) Airfields 1. Railroads - Build at a rate of 1 tile per 2 months. Useless unless until it connects two cities. You can build 4 tiles per Infrastructure Tech Level - to keep the map from being overrun by rail units. At infrastructure tech 2 you can build 8 rail tiles, at tech 1 you can only build 4. 2. Airfields - You can build 1 airfield per Infrastructure Tech Level. Airfields serve as a source of supply, and you can airlift corps into or out of an airfield to/from another city.
  2. In Naval Warfare, warships with larger guns (i.e. Battleships vs Destroyers) can strike first, and faster ships can run away from battle with larger ships. I would like to see, 1. The the range of a ship's guns affect the chance for it to strike first in battle. I.e. If a destroyer attacks a battleship there is a % chance that the larger and longer range guns of the battleship will fire first in combat. Example: BB - Battleship Gun Range: 3 Cruiser - Gun Range: 2 DD - Destroyer Gun Range: 1 Battleship has a 40% (20% x (3-1)) to fire first if attacked by a DD. Battleship has a 20% (20% X (3-2)) to fire first if attacked by a Cruiser 2. Naval modes; Evade BB (avoid combat with battleships), and Evade BC (avoid combat with cruisers and battleships) that gives faster ships a % chance to evade combat. The chance would be 10% x AP advantage. [ December 02, 2007, 11:18 AM: Message edited by: Edwin P. ]
  3. RE: Spotting, I was thinking in terms of experience reflecting the fleet commander knowing how to better use the resources he had, knowing when not to go by the book, and being experienced with enemy fleet tactics. In my view this experience gives him a better chance to detect and surprise the enemy fleet.
  4. Before Pearl Harbor the Japanese trained at attacking suraface naval ships and developed bombs that hit below the waterline just for this purpose. Air units that didn't train for naval combat were were less likely to make critical hits.
  5. I would also like to see the naval spotting range of a surface naval unit influence the outcome of a surprise encounter. Example: If a Carrier Group has a surprise encounter with a battleship it should have a chance to surprise the enemy, and not always be surprised itself, as its air units would likely, but not certainly, spot the batteship fleet first. How would I do this? 10% per Naval Spotting Range Advantage to strike first when a surface fleet has a surprise encounter with another surface fleet and if positive a 5% bonus per experience medal (as more experienced commanders are better at keeping keep air units on patrol for enemy ships and air units ready for attack on ships (vs attack on other air units) Example: Clear Weather Carrier has a naval spotting range of 4 encounters a battleship with a spotting range of 2. The Carrier unit has a 20% (4-2 x 10%)to make the first attack during this encounter. Example: Stormy Weather Carrier has a naval spotting range of 2 encounters a battleship with a spotting range of 2. The Carrier unit has a 0% (2-2 x 10%)to make the first attack. Example: Clear Weather Carrier with 2 medals has a naval spotting range of 4 encounters a battleship with a spotting range of 2. The Carrier unit has a 30% (4-2 x 10% + 10% for 2 Medals)to make the first attack during this encounter. [ November 30, 2007, 12:53 PM: Message edited by: Edwin P. ]
  6. I would like to see players able to apply AA tech improvements to Battleships. In WWII some battleships had strong AA defenses, while the AA defenses for other battleships were antiquated and minimal. In the same vein I would like to see players able to use Naval Warfare tech extended to increase the increase the NA and CA ability of air attacks by Carriers, not just tactical bombers. This would reflect the profound impact of training for attacks on naval surface ships. [ November 30, 2007, 10:25 AM: Message edited by: Edwin P. ]
  7. Sea Lion can be most helpful, if you can complete it quickly. 1. If you take the UK it increases the leaning of Spain and Turkey towards the Axis. 2. It hurts the enemy's morale 3. It destroys any UK units currently in production. 4. The USA is denied a safe place to base air unit support for landings in Europe. 5. The threat of strategic bomber attacks on Germany and France is removed. 6. The Axis ability to support a submarine war and detect approaching transports is greatly expanded. 7. You gain MPP income from the captured UK resources. The problem is to complete it quickly. If your opponent leaves the UK unguarded with land and naval forces so he can reinforce Egypt and take on the Italian Navy, it may be worthwhile to attempt a Sea Lion invasion of the British Isles. However, if you attempt a Sea Lion and fail it will usually spell your doom. [ November 30, 2007, 05:41 PM: Message edited by: Edwin P. ]
  8. The ? is what the enemy will see as the location of the last reported sub attack.
  9. The AI may launch an invasion of the UK if Russia is Surrendered and France is Surrendered.
  10. Also Philippe, consider the fact that to get Saudi Arabia on the Allied side would require in WAW a large expenditure of MPPs on Diplomacy - and that this my in my mind be considered investments in uping their oil production. That said, in how many games does Saudi Arabian convoys get activiated. I just don't see it. And as for the Axis taxing it, keep in mind that Turkey was selling Chrome to Germany, and could likely have been persuaded to alllow tankers carrying oil to traverse its roads - thus avoiding the need to ship oil via ships.
  11. Good point Lars, most American convoys started in the Gulf of Mexico and run up the Eastern coast before heading North East towards Europe.
  12. "Aramco shunned the offer of direct government involvement (USA) but with its aid achieved a 25-fold increase in crude oil supply from 20 thousand barrels per day in 1944 to 500 thousand barrels per day in 1949. The Ras Tanura refinery's distillation capacity was expanded from 50 thousand barrels per day to 127 thousand barrels per day between 1945 and 1949, in part to supply the increasing requirements of the U.S. Navy." From my point of view the effect of Saudi Oil production is non-existant in WAW, unless Saudi Arabia joins the allies (a rare event in most games) In that case I assume that investment in their oil fields increases and this causes production increases to 500K barrels a day, the historical rate that was obtained in 1949 after Aramco's investment in the oil fields increased. This would equal annual production of 180m barrels. As for where the oil went, it was owned by American companies and the Allied player can easily send it to the UK or USSR via merchant ship convoys.
  13. I've always wondered why infrastructure tech does not reduce the time for building fortifications - as it apparantly allows for more supplies to be sent over rail lines and via ports.
  14. For intel, I would like to see; a. At Intel level 2 a report shows you a time-line report of how many chits your opponent has invested in diplomacy, but not where; UK - Oct - 0 chits UK - Nov - 1 chits UK - Dec - 3 chits UK - Jan - 2 chits b. At Intel level 3 a time-line report that shows you how many chits your opponenent has invested in research, but not which areas. Example: USSR - 5 chits invested
  15. I would like to see an AI controlled Turkey also, in addition an option for an AI controlled Western Allies or Russia; Example Western Allies _ Human _ AI Soviet Union _ Human _ AI
  16. Good point Minty on giving SB the option of an ASW upgrade. This would recreate the tendency of German subs to avoid being inrange of land based aircraft. I would also give air units a new mode called Naval Recon - Air units can spot only Naval Units including subs out to their full range; not their shorter naval spotting range, if they start the turn in Sub Recon mode, i.e. they are dedicated to naval spotting and can't spot land units.
  17. Go the Strategic Map screen, then select the convoy button. Select a country and it will tell you the convoy's states, the maximum amount that can be sent and what the war readiness activation % is. In the editor its listed in the event scripts folder see: Convoy. "#COUNTRY_ID_TRIGGER= Trigger percentage that the event will occur (values range [0, 100]) The #COUNTRY_ID_TRIGGER value for convoys will be directly related to #COUNTRY_ID's activation percentage. For example a #COUNTRY_ID_TRIGGER value of 30 means that the convoy will not be available until #COUNTRY_ID has an activation percentage >= 30%. The same logic applies for #TRANSFER_ID_TRIGGER." [ November 21, 2007, 08:02 AM: Message edited by: Edwin P. ]
  18. Intel allows you to spot all unit types. "Additionally each new level of Intelligence research increases the chance that you will be able to randomly spot enemy units on the map during Fog of War. The base spotting % chance increases by 1% for each new level of Intelligence research. For example Level-2 Intelligence for Germany would give it a 2 * 1% = 2% chance per enemy unit."
  19. Perhaps not, as the Royal British Navy and the Naval Forces of the Commonwealth and the USA would still control South Africa, East Africa and the Indian Ocean. Although, allowing Italian and German units to traverse this loop in 5 turns, instead of 3 could be an option. Why 5? They would likely sail a longer course that avoids area of likely contact with Allied naval forces. [ November 17, 2007, 12:50 PM: Message edited by: Edwin P. ]
  20. Give the scale of the 1939 Campaign, I would like to see; a. AA Improvements to Cities and Resources a1. Affect all attacking air units a2. Each Level of Intel has a 15% cumulative chance (0% to 75%) to increase effectiveness of AA improvements by 1 if attacked. If this occurs a popup appears: "Intel Alerted Defenders to Air Attack" The intel bonus reflects the fact that with higher level of intel defending air units are less likely to be surprised by attacking air units. Example: London has AA improvements 2 Intel 1 = 15% London AA = 2 + 1 (bonus) = 3 Intel 2 = 30% London AA = 2 + 1 (bonus) = 3 Intel 5 = 75% London AA = 2 + 1 (bonus) = 3
  21. 1. For the battle of the Atlantic I usually research ASW and Long Range and withdraw the carrier near Alexandria back to the UK. Carriers at Long Range 2 are a great tool for spotting submaines so the destroyers can close in for the kill. Also, taking Ireland; after the USA enters the war, provides a forward airbase that can help you spot enemy subs. 4. Industrial Tech really helps the Americans to boost their production. Level 5 Industrial means that the USA is a production powerhouse.
  22. I would like to see Partisan units have the option for four additional combat modes: 1. Hide - Partisan units cannot be spotted from the air if in mountainous, forest or marsh terrain. Penalty - They can't move while in Hide Mode 2. Ambush - Partisan units in Mountainous, Swamp or Marsh terrain have a 20% per experience advantage to ambush the first attacking unit. Penalty - They can't move while in this mode but can be spotted by air units. Popup: "Partisan Ambush" 3. Sabotage - Partisan untis disrupt non-enemy occupied rail lines in a radius of one tile. Penalty - 50% reduction in readiness. Popup - "Railroad tracks near CityName Sabotaged" 4. Recruit - Partisan units in a city tile have a 25% to recruit an additional partisan unit.
  23. I would like to see Partisan units have the option for four additional combat modes: 1. Hide - Partisan units cannot be spotted from the air if in mountainous, forest or marsh terrain. Penalty - They can't move while in Hide Mode 2. Ambush - Partisan units in Mountainous, Swamp or Marsh terrain have a 20% per experience advantage to ambush the first attacking unit. Penalty - They can't move while in this mode but can be spotted by air units. Popup: "Partisan Ambush" 3. Sabotage - Partisan untis disrupt non-enemy occupied rail lines in a radius of one tile. Penalty - 50% reduction in readiness. Popup - "Railroad tracks near CityName Sabotaged" 4. Recruit - Partisan units in a city tile have a 25% to recruit an additional partisan unit.
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