Submarines balancing proposal
2.2.2008.g.(update 9.2.2008.g.)- 16.3. 2008. --OBSOLETE becouse patch 1.2
Here is tiny data pack as a proposal that changes aspect of representing submarines in our game.
Changes include different values for sub models with an accent on Electrobote(Model V) that is now much more potent.
Here is allso very important change of the way advanced sub technology is obtained.
Research of sub V tech(electroboat) is now much more difficut and serves as a "treshold" or turning point in sub technology ,and Germany has a blueprint for it.
Fireing distance of all sub models is slightly rised.
Visibility of submarines is lowered.
Some changes in surface detection capabilities allso are made.
On this thread you can find what logic lies behind changes that I now leave to you as a proposal.
Note that I dont want to make ubersubmarines but to make them balanced and useful in tactitcs that I prefer
That tactics is simple "lounch and forget"submarines.Since anyone for everything makes shorts this days,let me be free to call this tactics "LAF"
Unrar file from this link into your Doomsday directory,and please report yout expiriences and opinion.
Note that changes I made are only tuned for Grand campaign 1936.
Thanx.
-download link-
http://www.2shared.com/file/2826813/818e919c/submarines_balancing_proposal.html
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I propose simple changing of values of subs in current game for interest of beter gameplay.
Here are atack values of subs in Aramageddon 1.1:
level III sub(1936) 3.
level IV sub-(1938) 3.
level V sub-(1944) 4.
After long expirience of playing this great game I am strongly convinced that something here is not wright.
Level III subs are generaly represented correctly.
Problem starts with level IV subs that are 50% more expencive but has the same atack as level III subs.Subs of level IV should be more powerfull(atack 4) or cheaper becouse they arent givng wright performance for their cost considdering level III.Long range submarines were built with allmost the same level of technology as medium range subs thus were allmost the same as III.
So,eather their atack value to increase,or their cost should be lowered.
But real problem comes with level V subs that comes in 1944.historicaly first subs of aproximated level of technology were german-Elektrobote subs.
those subs were first subs capable of underwater actions for days,and were much more faster and much more armed,and they even had antiradar and antisonar devices.Many historians agree that though they become operative to late to save Germans,they however,if deployed in suffitient numbers should be capable to turn the tide in battle of Atlantic.So this was a BIG STEP in sub technology.
In our game, level V sub model is just slightly more capable than level IV,thus not much more capable than model III eather.They are sitting ducks.
Nothing from real ww2 supports such status of level V subs(Elektrobote).
Since this great game alowes to players"what if" possibilities in generaly historical setting,I propose to aply this rule to subs allso.
Thus level V subs should give to player a chance to "turn the tide" in wright circumstances.
I propose as follows:
Slight rising sea atack value of level IV subs (or lowering its price to be more close to level III).
Significant rising of values of level V,making a big step compared to level IV(which is obvious even from observing of years of technology between 2 models(1938 compared to 1944).
here is support of my arguments from Wikipedia:
"German Type XXI submarine"
Type XXI U-boats, also known as "Elektroboote", were the first submarines designed to operate entirely submerged, rather than as surface ships that could submerge as a temporary means to escape detection or launch an attack. They were no less than revolutionary when introduced and, if produced earlier and in sufficient quantity, could have seriously influenced the outcome of the Battle of the Atlantic.
The key improvement to the Type XXI was greatly increased battery capacity, roughly three times that of the common Type VIIC. This gave these boats enormous underwater range, dramatically reducing the time they needed to spend near the surface. They could travel submerged at about five knots (9 km/h) for two or three days before recharging the batteries, which took less than five hours on the snorkel. It was allso much quieter than the VIIC, making it more difficult to detect at long range.
The streamlined hull design allowed the XXI to travel faster submerged than surfaced. The ability to outrun many surface ships while submerged, combined with improved dive times, made them much harder to chase and destroy. It also gave the boat a 'sprint ability' when positioning the boat for an attack. Older boats had to surface in order to sprint into position. This often gave the boat away, especially after aircraft became available for convoy escort. The design directly influenced USS Nautilus, the world's first nuclear submarine, and USS Albacore, the first submarine with a teardrop hull, the French Narval class submarine, the British Oberon class submarine and the Soviet submarine classes known by the NATO reporting names Zulu and Whiskey, although the Whiskey class was smaller and less sophisticated.
The Type XXIs had much better facilities than previous classes, with a freezer for foodstuffs and minor conveniences for the crew such as a shower and wash basin – crews on other boats spent weeks-long patrols without bathing or shaving. The Type XXI featured a hydraulic torpedo reload system that allowed all of its six torpedo tubes, which were in the bow, to be reloaded faster than a Type VIIC could reload a single tube. The Type XXI could fire 18 torpedoes in under 20 minutes. The total warload was 23 torpedoes, or 17 torpedoes and 12 sea mines. The XXI featured an advanced sonar system which allowed the crew to aim torpedoes without relying on the periscope, increasing stealth.
2.2.2008.g.(update 9.2.2008.g.)- 16.3. 2008. --OBSOLETE becouse patch 1.2
Here is tiny data pack as a proposal that changes aspect of representing submarines in our game.
Changes include different values for sub models with an accent on Electrobote(Model V) that is now much more potent.
Here is allso very important change of the way advanced sub technology is obtained.
Research of sub V tech(electroboat) is now much more difficut and serves as a "treshold" or turning point in sub technology ,and Germany has a blueprint for it.
Fireing distance of all sub models is slightly rised.
Visibility of submarines is lowered.
Some changes in surface detection capabilities allso are made.
On this thread you can find what logic lies behind changes that I now leave to you as a proposal.
Note that I dont want to make ubersubmarines but to make them balanced and useful in tactitcs that I prefer
That tactics is simple "lounch and forget"submarines.Since anyone for everything makes shorts this days,let me be free to call this tactics "LAF"
Unrar file from this link into your Doomsday directory,and please report yout expiriences and opinion.
Note that changes I made are only tuned for Grand campaign 1936.
Thanx.
-download link-
http://www.2shared.com/file/2826813/818e919c/submarines_balancing_proposal.html
--------------------------------------------------------------------------
I propose simple changing of values of subs in current game for interest of beter gameplay.
Here are atack values of subs in Aramageddon 1.1:
level III sub(1936) 3.
level IV sub-(1938) 3.
level V sub-(1944) 4.
After long expirience of playing this great game I am strongly convinced that something here is not wright.
Level III subs are generaly represented correctly.
Problem starts with level IV subs that are 50% more expencive but has the same atack as level III subs.Subs of level IV should be more powerfull(atack 4) or cheaper becouse they arent givng wright performance for their cost considdering level III.Long range submarines were built with allmost the same level of technology as medium range subs thus were allmost the same as III.
So,eather their atack value to increase,or their cost should be lowered.
But real problem comes with level V subs that comes in 1944.historicaly first subs of aproximated level of technology were german-Elektrobote subs.
those subs were first subs capable of underwater actions for days,and were much more faster and much more armed,and they even had antiradar and antisonar devices.Many historians agree that though they become operative to late to save Germans,they however,if deployed in suffitient numbers should be capable to turn the tide in battle of Atlantic.So this was a BIG STEP in sub technology.
In our game, level V sub model is just slightly more capable than level IV,thus not much more capable than model III eather.They are sitting ducks.
Nothing from real ww2 supports such status of level V subs(Elektrobote).
Since this great game alowes to players"what if" possibilities in generaly historical setting,I propose to aply this rule to subs allso.
Thus level V subs should give to player a chance to "turn the tide" in wright circumstances.
I propose as follows:
Slight rising sea atack value of level IV subs (or lowering its price to be more close to level III).
Significant rising of values of level V,making a big step compared to level IV(which is obvious even from observing of years of technology between 2 models(1938 compared to 1944).
here is support of my arguments from Wikipedia:
"German Type XXI submarine"
Type XXI U-boats, also known as "Elektroboote", were the first submarines designed to operate entirely submerged, rather than as surface ships that could submerge as a temporary means to escape detection or launch an attack. They were no less than revolutionary when introduced and, if produced earlier and in sufficient quantity, could have seriously influenced the outcome of the Battle of the Atlantic.
The key improvement to the Type XXI was greatly increased battery capacity, roughly three times that of the common Type VIIC. This gave these boats enormous underwater range, dramatically reducing the time they needed to spend near the surface. They could travel submerged at about five knots (9 km/h) for two or three days before recharging the batteries, which took less than five hours on the snorkel. It was allso much quieter than the VIIC, making it more difficult to detect at long range.
The streamlined hull design allowed the XXI to travel faster submerged than surfaced. The ability to outrun many surface ships while submerged, combined with improved dive times, made them much harder to chase and destroy. It also gave the boat a 'sprint ability' when positioning the boat for an attack. Older boats had to surface in order to sprint into position. This often gave the boat away, especially after aircraft became available for convoy escort. The design directly influenced USS Nautilus, the world's first nuclear submarine, and USS Albacore, the first submarine with a teardrop hull, the French Narval class submarine, the British Oberon class submarine and the Soviet submarine classes known by the NATO reporting names Zulu and Whiskey, although the Whiskey class was smaller and less sophisticated.
The Type XXIs had much better facilities than previous classes, with a freezer for foodstuffs and minor conveniences for the crew such as a shower and wash basin – crews on other boats spent weeks-long patrols without bathing or shaving. The Type XXI featured a hydraulic torpedo reload system that allowed all of its six torpedo tubes, which were in the bow, to be reloaded faster than a Type VIIC could reload a single tube. The Type XXI could fire 18 torpedoes in under 20 minutes. The total warload was 23 torpedoes, or 17 torpedoes and 12 sea mines. The XXI featured an advanced sonar system which allowed the crew to aim torpedoes without relying on the periscope, increasing stealth.
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