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RE: Consultation: Patching the naval game

 
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RE: Consultation: Patching the naval game - 1/20/2013 8:32:40 PM   
Ralzakark


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quote:

ORIGINAL: Myrddraal
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.


Would this be accompanied by introducing a realistic balance of naval power between Great Britain and Germany?

(in reply to Myrddraal)
Post #: 31
RE: Consultation: Patching the naval game - 1/21/2013 9:58:19 AM   
Myrddraal

 

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We are adding more starting naval units, and hopefully the balance of power will be more realistic.

We'll release all our changes in open beta before before the patch gets finalised, so there will be time to comment and help us get it right.

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Post #: 32
RE: Consultation: Patching the naval game - 1/21/2013 4:05:25 PM   
kirk23


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quote:

ORIGINAL: Myrddraal

We are adding more starting naval units, and hopefully the balance of power will be more realistic.

We'll release all our changes in open beta before before the patch gets finalised, so there will be time to comment and help us get it right.


Thankyou,I really like this game and with a better naval feel to it will make it even better cheers!

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Post #: 33
RE: Consultation: Patching the naval game - 1/21/2013 6:01:21 PM   
jack54


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From: East Tennessee
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quote:

ORIGINAL: warspite1


quote:

ORIGINAL: kirk23

Well they will have to come up with something,because ships can't stay at sea indefinitely,not in world war 1.
warspite1

Which is why I suggested that every turn a ship stays at sea it loses an efficiency rating. This covers a whole manner of things - the need to replenish ammo, crew fatigue, wear and tear on machinery etc.


I like these ideas, A gamey 'naval' tactic that I have used against the AI... as the Entente when blocked by Ottoman forces at the Sinai I send an Amphibious garrison along the coast but never attempt a landing; this causes CP forces to follow while I move up and down the coast teasing them..

Maybe,Attrition strength hits on an amphibious force at sea for extended periods?

< Message edited by jack54 -- 1/21/2013 6:04:32 PM >


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Post #: 34
RE: Consultation: Patching the naval game - 1/21/2013 6:34:47 PM   
warspite1


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quote:

ORIGINAL: jack54

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: kirk23

Well they will have to come up with something,because ships can't stay at sea indefinitely,not in world war 1.
warspite1

Which is why I suggested that every turn a ship stays at sea it loses an efficiency rating. This covers a whole manner of things - the need to replenish ammo, crew fatigue, wear and tear on machinery etc.


Maybe,Attrition strength hits on an amphibious force at sea for extended periods?
warspite1

I thought that was in the game already?

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Post #: 35
RE: Consultation: Patching the naval game - 1/21/2013 6:48:54 PM   
Aurelian

 

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Keep them at sea long enough they go yellow then red.

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Post #: 36
RE: Consultation: Patching the naval game - 1/21/2013 6:48:55 PM   
catwhoorg


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Amphib forces currently lose efficiency, not strength.

Maybe once the efficiency bottoms out, then a strength adjustment could occur ?

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Post #: 37
RE: Consultation: Patching the naval game - 1/25/2013 11:53:59 AM   
FOARP

 

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RE: German convoys - really, giving Germany convoys after they defeat the Entente at sea is just giving them extra power at the moment when they no longer need it. After all, if the Entente navy has been defeated, you hardly need convoys giving X00 PP every month since you can now just go ahead and win the game as you are.

I would much, much prefer the following:

1) A 1% morale malus to all CP countries for every 2-3 turns the Entente have a larger number of battleships than the Central Powers. Obviously starting fleets will have to be re-balanced to represent the superiority the Entente had in this regard.

2) A 5% morale malus to a country every time it loses a complete convoy - this would motivate the CP to go out and sink Entente convoys.

3) Make subs easier to build. Right now submarine warfare just doesn't justify its cost.

(in reply to catwhoorg)
Post #: 38
The U-boat warfare is terrible! - 5/4/2013 8:38:31 PM   
Templer


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quote:

ORIGINAL: Myrddraal

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!

The U-boat warfare is terrible!
Absolutely awful - the worst thing I've ever seen in a strategy game.

Why can't submarines, which are attacked, do not submerge?
Submerge (visually on the map) with a % chance to escape without damage?
The ability to submarge is what characterizes a submarine!
Something important like this may never be abstracted!
The Strategic Command series shows a way to do this.

U-boats were and are dangerous and effective!
See yourself again the introductory video of Ypres - Artois scenario to listen carefully and listen closely ...
"... Submarins have Proved to be deadly. While difficult to catch and even harder to destroy ...".
Your submarine warfare design is embarrassment for the whole game!

A destroyer unit is not that important to me.
After you've explained now why you waive the destroyer, it's understandable and make sense (at least to me).

I really like how do you implement the convoy system in the game
Sometimes you can see through the fog of war only a short "wiper", which can then hunted in your next turn.
That's a mini-game for themselves.
I would, however find more fun to hunt (and escape) with functionale submarines.

And maybe you will also find better sound for the submarine movement and torpedo launching?
The vanilla ones are....well.

< Message edited by Templer -- 5/4/2013 8:53:15 PM >

(in reply to Myrddraal)
Post #: 39
RE: The U-boat warfare is terrible! - 5/4/2013 9:07:32 PM   
freeboy

 

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I dissagree regardinghow easily it is to kill subs, If you move towards them I do not think you can even attack them, they are thus very hard to kill... perhaps they should do more damage to conveys though...
In regard to the abstraction of arming ships at sea, these are long turns...
the other way to do long turns is in a box in the middle of a sea, boring for a hex based game imo..

did these changes come forward in 1.3?

(in reply to Templer)
Post #: 40
RE: The U-boat warfare is terrible! - 5/4/2013 9:25:38 PM   
Templer


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I'm not saying, it is easy to kill U-boats.
I say that the design decision as the U-boat war is visually presented is unacceptable to me.

Whether the U-boats should do more damage to convoy?
I do not know.
Could it be, that later, cause by advancing technologies and the upgrading of the submarines, that they will do more damage?
I do not know. Because I do not like the design of the submarine warfare, I have until now always dispense with the use of U-boats (Which is a shame).

U-boats dive.
I want to visually see this (and maybe hear an alarm tone).
Therefore my reference to Strategic Command.

That issue annoys me even more, than Lordz Games Studios, as they prove with the game and also briefly demonstrated in Panzercorps, have excellent Artdesigner at hand.

< Message edited by Templer -- 5/4/2013 9:27:52 PM >

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Post #: 41
RE: The U-boat warfare is terrible! - 5/5/2013 8:57:15 AM   
operating

 

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I'm not a history nut, but do know that CP subs attacked frequently on the surface to allow enemy crews to abandon ship early in the war. Unresticted/give no quarter was quite another affair later in the war. In otherwords, not exposing oneself to counterattack. So I see merit to Templer's issue.

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Post #: 42
RE: The U-boat warfare is terrible! - 5/5/2013 6:08:16 PM   
Rasputitsa


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quote:

ORIGINAL: Templer

I'm not saying, it is easy to kill U-boats.
I say that the design decision as the U-boat war is visually presented is unacceptable to me.

Whether the U-boats should do more damage to convoy?
I do not know.
Could it be, that later, cause by advancing technologies and the upgrading of the submarines, that they will do more damage?
I do not know. Because I do not like the design of the submarine warfare, I have until now always dispense with the use of U-boats (Which is a shame).

U-boats dive.
I want to visually see this (and maybe hear an alarm tone).
Therefore my reference to Strategic Command.

That issue annoys me even more, than Lordz Games Studios, as they prove with the game and also briefly demonstrated in Panzercorps, have excellent Artdesigner at hand.

This is a 20 day game turn and not about a particular U-boat diving, or surfacing, the sub icon represents several subs in an area of sea, just as the surface ship icon represents several surface vessels. The sub icon becoming 'visible' means that the enemy know there are subs in the area and will start searching for them, with the possible combat.

The map represents the display in a High Command HQ, the fact that the sub icon is visible on this strategic scale game map means that enemy subs have been reported in a certain area and combat may have taken place, it is not a tactical display and does not mean that subs are actually visible on the surface.

Combat is the result of nearly three weeks activity during a game turn, and considering the need to abstract the action at this strategic scale, it works reasonably well. Whether, or not, the combat odds and chances for detection are historically correct is debatable.

< Message edited by Rasputitsa -- 5/6/2013 9:49:47 AM >


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Post #: 43
RE: The U-boat warfare is terrible! - 5/5/2013 7:32:46 PM   
kirk23


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The game has improved considerably since first launch, and with the latest patch the naval game is getting better, submarines I feel should still be more effective both in attack and defence, as per history the German U Boats very nearly brought Britain to its knees, due to the tonnage losses of merchants ships, so much so that they were the number one enemy at sea in the mid to late war years.

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Post #: 44
RE: The U-boat warfare is terrible! - 5/8/2013 8:57:38 PM   
kirk23


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Commander The Great War Naval Game.

1 = Warships being at sea for the duration off the war has to stop, in world war 1 this was impossible, so in order to fix this problem,a drastic solution needs to be implemented, I suggest that Battleships and cruisers be treated as per land artillery, ie they need to replenish their magazines after combat, which would require the ships to return to port. Plus more over, shell production as per land artillery,should be a vital requirement.

2 = Cruisers should have limited ability to conduct shore bombardments.

3 = Players Disbanding Battlefleet's should incur a national morale penalty off at least 50% to discourage gamers from even contemplating such drastic steps.In most cases a countries battlefleet was an essential part off their military force, and its loss would constitute a national disaster,from which it would be hard to recover.

4 = The AI should be encouraged to disengage its fleets, when the fleet strenght equals 50%, its better to survive and fight another day should be the norm in naval combat, for everyone and not just the AI.

5 = The ability to surround fleets at sea blocking there escape route, needs to be removed from the game, all ships wanting to disengage should be allowed to do so, as per history ships of the loosing fleet, would retreat under the cover off a smoke screen, and due to the distances involved in naval combat it is impossible to be able to barr every escape route.

< Message edited by kirk23 -- 5/8/2013 9:57:13 PM >


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Post #: 45
RE: Consultation: Patching the naval game - 5/9/2013 4:48:30 AM   
jjdenver

 

Posts: 1209
Joined: 11/2/2007
Status: online
quote:

ORIGINAL: Myrddraal
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.


I think you're selling the intelligence and adaptability of your installed buyer base short here. Yes many won't visit the forum but if you display patch notes I think users will be delighted to see improvements to the game. Getting new features and improvements for a game that you enjoy is like christmas. Don't aim so low - aim to make your game the best and I think most will end up happy.


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Post #: 46
RE: The U-boat warfare is terrible! - 5/14/2013 5:33:37 PM   
jack54


Posts: 187
Joined: 7/18/2007
From: East Tennessee
Status: offline

quote:

ORIGINAL: kirk23

Commander The Great War Naval Game.

1 = Warships being at sea for the duration off the war has to stop, in world war 1 this was impossible, so in order to fix this problem,a drastic solution needs to be implemented, I suggest that Battleships and cruisers be treated as per land artillery, ie they need to replenish their magazines after combat, which would require the ships to return to port. Plus more over, shell production as per land artillery,should be a vital requirement.

2 = Cruisers should have limited ability to conduct shore bombardments.

3 = Players Disbanding Battlefleet's should incur a national morale penalty off at least 50% to discourage gamers from even contemplating such drastic steps.In most cases a countries battlefleet was an essential part off their military force, and its loss would constitute a national disaster,from which it would be hard to recover.

4 = The AI should be encouraged to disengage its fleets, when the fleet strenght equals 50%, its better to survive and fight another day should be the norm in naval combat, for everyone and not just the AI.

5 = The ability to surround fleets at sea blocking there escape route, needs to be removed from the game, all ships wanting to disengage should be allowed to do so, as per history ships of the loosing fleet, would retreat under the cover off a smoke screen, and due to the distances involved in naval combat it is impossible to be able to barr every escape route.


I like each of these suggestions 'very much'!

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Post #: 47
Scapa Flow is now a Fortress. - 5/15/2013 2:52:11 AM   
kirk23


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I have been playing this game for months,and it has just dawned on me, how come Scapa Flow is a City ? Anyway I have changed it and it is now downgraded to a Fortress with PP.




Attachment (1)

< Message edited by kirk23 -- 5/15/2013 2:23:28 PM >


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Post #: 48
Move and Attack ? - 5/15/2013 3:02:25 AM   
kirk23


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Another thing that has just dawned on me,after months of playing the game,is how come you can Move & Attack in one turn, but you can't Attack & Move ? If you attack your turn is over for that unit,why can't you ATTACK and then move.

No wonder the game is strange from a naval stand point,when you can't use hit & run tactics ?

< Message edited by kirk23 -- 5/15/2013 3:43:50 AM >


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Post #: 49
RE: Move and Attack ? - 5/15/2013 3:11:18 PM   
jack54


Posts: 187
Joined: 7/18/2007
From: East Tennessee
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quote:

ORIGINAL: kirk23

If you attack your turn is over for that unit,why can't you ATTACK and then move.

No wonder the game is strange from a naval stand point,when you can't use hit & run tactics ?


This would be the biggest and the best change for the naval rules IMHO... I could not understand it but something was missing and that's it. (I don't mind the restriction in land combat so much as it helps give a WW1 feel), but the naval game, would totally change, I believe in a good way,. How many times have I known an attack was suicide?... attack and then sit and wait. Imagine disappearing under fog of war, a whole new game. but can the AI handle it... I think so..

Edit: true hit and run would of course be 'move,attack, move' but that's not going to happen so 'attack move' or 'move attack' would be an improvement.

< Message edited by jack54 -- 5/15/2013 3:49:20 PM >


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Post #: 50
RE: Move and Attack ? - 5/15/2013 5:24:36 PM   
kirk23


Posts: 1256
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From: Fife Scotland
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I think at least for the naval game this is a must have,I mean to say, imagine how much more effective submarines would be in game,if they could use their stealth ability,to be lying in wait on the convoy route,and the first thing the merchant ships know,is that they are being hit with torpedos,then the subs moves and repositions its self.This I feel would enhanced the naval game,because the important convoys would need an escort for protection!

< Message edited by kirk23 -- 5/15/2013 5:28:10 PM >


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