redmarkus4
Posts: 4302
Joined: 12/1/2007 From: 0.00 Status: offline
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Vic, For future modding purposes, it would be good if you could implement the following features in a future release (maybe some are there already): Convoys - Hidden convoy routes that deliver PP/VP between supply sources and ports, and that can be interdicted by a warship sitting on them. - In-supply ports should act as a strategic supply source (For a % of total regime supply set by the designer) for the owner but only deliver supplies to units that can trace a line of supply to the port. - The map should have several hidden convoy routes and the AI or player should use different ones at different times - let's say they can change weekly. - Air recon should have a 10% chance to detect an active convoy route - Surface vessels a 5% chance to detect route - Subs a 2.5% chance to detect - Anti-supply operations start after detection with different values for air, surface and sub activity Aircraft carriers - Create an air unit that can be based on any water hex and which moves like a naval unit from hex to hex. - At any time during movement this naval air unit can also fly missions. - Naval air units contain a mix of fighters , DB/TB and recon AC. - Naval air units can stack and be combined into a 'Carrier Group' (like a division) and then move as a group - group move would be their default. - Naval air units have their escort surface units built in and can survive a weak surface attack. - AI CGs always retreat from enemy surface groups that are detected within n hexes and maintain optimum range for air attack. - Close recon (say 4 hexes x 360 degrees is automatic. - Far recon is dictated by the player in a selected 180 degree arc out to maximum air range with a % detection chance that is affected by strength, morale, leadership and experience. - The AI always has far recon active 360 degrees. Admirals - A new leader unit - Can stack and travel with any selected naval unit = there is no 'naval HQ unit', the Admiral travels on one of the combat vessels - They die with the naval unit - They can play various naval cards, etc. AI Amphib - AI will conduct amphib escorted invasions of VPs that are adjacent to a sea hex (e.g. a pacific island) - AI will only do this if it can muster a combined transport, surface escort and Air Group into an amphib task force - Specific SFTs with amphib training (Marines) should be used for these operations (in the same way that only paras can be parachuted) - Non-amphib capable troops should suffer a major combat hit on landing, lasting for 1 turn - Amphib should be possible only on a new coastal hex type called 'Beach' - No amphib move directly into port hexes or onto non-beach hexes. - New fort type called 'coastal defences' is required. These features will open the engine up to Pacific War modding, which is an area with a lot of interested players.
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