• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(15623)

Gensui-kakka
Mar 17, 2003
2.142
0
Visit site
These are vaguely ralated to the suggestions I made long time ago for the original HoI 2 before it's relese.

Generally, these are just random musing as few of us have any idea what kind of basic mechanics HoI 3 will ever have.

Simply put, i would have wished to see that ships would have had their attributes modified depending on the situation and the target they are engageing. The other, more important part is that I wish fleet action was more uncertain and random, and significantly more related to real life. A complete overhaul of mechanics. There should, for one, be situations where 2 big fleets met, perhaps skirmished a bit and then both retreated.

To list the relative combat effects;

BB/BC should have excellent ability to enage BB/BC and especially CA/CL. Their attack attributes would not be particularily be modified by range, representing adaquate penetration power for their main battery, even at long range. They should be *relatively* weak against DDs and smaller units, as slow reloading main battery fireing overkill shells would not be of that much use against relatively agile and small ships, putting more importance to secondary battery.

CA should be better than CLs against cruisers and bigger units. A general jack-of-all-trades kind of ship.

CL on the other hand would be par non against destroyers thanks to the high volume of fire given by their usually quick fireing main battery. They should also get bigger bonus for short range than their 8" sibilings (USN transferred it's CA to Aleutians during WW2 and left the quick paced night action at Solomons for it's CLs).

Destroyers should be the underdogs. Bad in gunnery versus anything but destroyers, but once close in able to launch torpedo attacks to disrupt enemy lines and cause severe damage.

Then for the mechanics;

Ideally, there would be two battles going on during surface engagements: a battle between heavy units and battle between light units.

All 4 "blocks" (friendly heavy, friendly light, enemy heavy, enemy light) should have efficiency, rating 0% to 100%. Initially lights engage lights and heavies heavies. If either sides lights achive superiority (can be just due to outmanuvering, but also due damage) they start to disrupt and damage the other sides heavies and force them divert gunnery away from friendly heavies, essentially guarenteeing victory assuming that equal forces participated.

There would hopefully be few different "starting situations" for surface battles. Such as other side getting significant suprise and either or both sides avoiding battle (should be common).

When to engage and when to retreat should be decisions made by your AI admiral not by the player. He should generally be on the cautious side, especially if he is shipping troops. Or covering ships that do so.

On side note, a bit regarding carriers.

Battle involving carriers should work with completely different mechanics. Actually carrier vs. carrier engagement could work, to a degree, as it is in HoI 2. But when carrier force raids surface fleet, it should be a very one sided battle, with surface fleet just trying to get away. The current mechanics in HoI 2 in which a surface combat fleet can detect the exact location of attacking CTF (!) and approach it under constant attack is, frankly, insane.


Well, hardly suprisingly, these came of as a bit of ramblings. If anyone understood any of that and has severe rebuttals, flames, good suggestions or something else to add please do. :eek:o
 
Upvote 0