Lonny007
Posts: 22
Joined: 1/30/2012 Status: offline
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Hi KRO, thanks for reply and sorry for delay in my reply. I Finally have got the scenario finished enough to take it for a test run, I am excited it played out like I had hoped, I was up till 4:30 am, have not played a game that long for a long long time, this is going to be a perfect game for me now. When I am done I will upload for others to try out. Very unpredictable no where on map is safe. There are a few things I may want to add and have many questions still, just need the time to write them all down, hehe. Yes I did read the manual and was not quiet clear on the effectiveness thing. Lets see if I got it down now. So basically you assign a value to all ships in the Task Group and add these up under the Task Group EFFECTIVENESS value. This value now represents the maximum value of the ships in the Task Group with all its ships afloat, if a ships sinks then you lose the value of that ship. AFTER playing and reading more what I wrote above is WRONG. Okay lets see if I got it now. You assign a value to each ship class. You do not add all the ship values in the Task Group and put that number in the Task Group Effectiveness slot. The value number you put in the Task Group Effectiveness slot represents basically how many ships or possibly just 1 high value ship the TG can lose before its labeled ineffective. For example you have a value for you Carrier at 6 and BB at 5, Heavy Cruiser at 4, Light Cruiser at 3, Supply ships at 2 and Destroyers at 1. If you put a value of 6 for your Task Group Effectiveness then if you lose your carrier that has a value of 6. Now your entire Task Group is labeled ineffective for purposes of the editor. Or if you lose 6 destroyers here again your entire Task Group is labeled ineffective for purposes of the editor. 1. If this is correct I finally understand that part. Now it appears this Task Group Effectiveness value only deals with a ship being sunk, it does not keep track of damage a ship accumulates at all. Correct? 2. Also this value slot and Task Group Effectiveness slot has nothing to do with the 15 sections of damage a ship can withstand before being Sunk. Correct? So that brings me to more questions about damage. Each ship has 15 sections and if all sections are damaged or on fire the ship is sunk. Now a carrier that looses 6 sections to permanent damage looses the function to launch planes. To me that carrier is now ineffective and would be wise to have it Flee to a location on edge of map where it is permanently removed from the scenario map to safety. This part is controlled in scenario editor under action called Set Up TG Flee Points. Now what confused me when looking at many scenarios with the editor is that the maximum ships value you could put was 15 and the Carriers value always seems to be 6. That’s why I was thinking this VALUE thing had something to do with 15 sections of damage and by giving the Carrier a value of 6 you are telling the game to make the Carrier ineffective when it looses 6 sections of damage. It appears I was wrong for thinking this though about VALUE and TASK GROUP EFFECTIVENESS. 3. So my question is in the editor it appears there is no way to set or use as a value how much damage 1 ship can take before you want to label him crippled or ineffective and try and get that ship to leave the map? I know there is a section in the Edit Ship area that lets you decide if you want that ship to be able to detach if it becomes crippled and a action in the editor called Breakdown Response that lets you pick a ship to use this function called Set Up TG Flee Points and it states that “IF a CRIPPLED VESSEL becomes ineffective the breakdown TG will steam at Flank speed for the closest Flee Point and once there it will be removed from the game." How does the game or editor or the AI side you are playing against decide how much damage a ship can have before it qualifies to be crippled or ineffective and try to get it out of harms way? I would think a Carrier with 6 permanent damaged sections making its Flight Deck Closed would automatically be labeled ineffective or crippled .hopefully? When does say a Battleship become labeled crippled or ineffective, how many sections need to be permanently destroyed? Is there a place in editor I can say if Battleship Iowa accumulates 8 permanent damaged sections out of 15 please label him now crippled and ineffective? If anyone can answer these questions I would sure appreciate it, I have a few more but these are the most important right now. The Scenario I made is playing out beautifully I still need to address a few minor things. I should be done with it this week and will upload so others can give it a try. Finishing this is my main focus this week, so I will be monitoring this forum daily. Thanks for any help! Lonny
< Message edited by Lonny007 -- 7/24/2012 10:18:19 AM >
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