kirk23 -> RE: Consultation: Patching the naval game (1/17/2013 11:12:25 AM)
Dear friendly forum users! We (the LGS) are looking at ways we can improve the naval game in a patch. We've been watching the efforts of some modders on these forums with interest, and thinking of ways we could incorporate some of their ideas into an official patch. We’re trying to finalise a plan for what to change, and your input would be very much appreciated.
NB: Patching a game isn't the same as modding a game.
When you’re modding a game, anything goes. You can rip up the rule book and start again. When patching a game with an official you have to be a lot more careful. For example:
You might create a mod where any unit in the enemy red zone loses 1 hp per turn, to simulate losses due to mines. Anyone who downloads your mod will know exactly what their getting, no nasty surprises. But many more players will download a patch than a mod, and many of these won’t be forum posters. If we include something similar in a patch, we’d have to be very careful about how this new rule was introduced to the player, possibly with a new overlay on the map showing ‘mined’ hexes in such as way as the player is immediately aware that something has changed. Otherwise we’d be much more likely to be flooded with bug reports (My fleet hp is falling every turn, this game is borked!!!) than happy customers.
So what are we considering:
- A new ‘Destroyer’ unit type, as implemented by kirk and xris.
The reason this unit wasn't added originally is that naval units are meant to represent entire fleets (due to a lack of stacking in this game). Destroyer units by themselves don’t make much sense in that context.
- An ‘escort’ ability for all naval units.
This escort ability would be very similar to the air intercept/escort mechanic, where armed fighters automatically protect units which are attacked from the air. For naval vessels, the range of this ‘escort’ ability would be just 1 hex. This means that units adjacent to each other would support each other if attacked. A mechanic like this in a sense compensates for the lack of stacking, and allows for some sort of combined arms approach to naval defense. Three naval units can now sail together, support each other defensively and could be considered a ‘fleet’ (rather than the single unit counter model we had previously).
Different units could provide a different defensive bonus when escorting. Destroyers would provide a very large defensive bonus to ships they escort, but provide very little offensive impact, meaning that fleets without destroyer ‘screens’ would be much more vulnerable to taking casualties.
- Simulate the blockade of German ports
At the start of the game, Germany would have convoys, just like France & Britain. When Britain first attacks a German convoy (usually within the first few turns of the game), a historical event would appear saying ‘Germany’s ports blockaded!’ ‘Britain has intercepted merchant shipping heading for German ports. No more merchant convoys will sail for Germany until the British hold on the North Sea is weakened’.
If entente naval power in the north sea then drops to less than half of German naval power, Germany’s convoys would be ‘re-activated’ and convoys would spawn for Germany.
We’re hoping that these three changes would be enough to make the naval game more meaningful, as well as more tactical. Comments and ideas very much appreciated!
Thanks Myrddraal, as we all know the naval game is far from perfect,and your above suggestions will indeed improve matters,there still remains the major problem off,the lack of durability for naval units,especially Battleships.Its better to return to port,after the first round of combat to repair any battle damage,as per history its better to repair, than build a new unit from scratch.Build times could be looked at, as an official patch,Battleship units should be about 20 - 24 turns.
I really like the escort rolls for convoys etc,plus the inclusion of the destroyer unit type![;)]
NB! I added destroyer units to the game,as a visual deterrent port defence,and to act as a barrier against enemy incursions
Also what is your thoughts on increasing the deterrent aspect of the green dot area,a restrictive barrier as per the land ZOC,enemy fleets should not be able to move within the green dot area at will,either that or simulate the effect of having mine fields within the green dot area,so that only 1 or 2 routes remain free for access[:)]