Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Kicking An Idea Around

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Kicking An Idea Around Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Kicking An Idea Around - 4/17/2017 7:06:53 AM   
GaryChildress

 

Posts: 6615
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline

quote:

ORIGINAL: DOCUP

Hows it coming?


Hi DOCUP,

Haven't really worked on it in a couple weeks. Been too busy with other games. Also waiting for RyanCrierie to finish with his MapGen program so I can work on the PWHex with it.

_____________________________


(in reply to DOCUP)
Post #: 31
RE: Kicking An Idea Around - 4/17/2017 10:07:16 PM   
DOCUP


Posts: 2848
Joined: 7/7/2010
Status: offline
You said you where putting all of Plan Z ships in. What French ships are you going to add, besides the normal ones that happened in real life?

(in reply to GaryChildress)
Post #: 32
RE: Kicking An Idea Around - 4/18/2017 2:09:57 AM   
GaryChildress

 

Posts: 6615
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Here's a list of ships I've come up with so far. Haven't done DDs or below yet, though.

In an effort to create some degree of parity I've listed German ships and next to them somewhat comparable French ships. I may not give the Germans their full compliment of Spahkreuzers because I haven't come up with anything (yet) to offset them.

The Amiral class BCs are based on some drawings I saw of some (modernized) BC designs proposed during WW1.




Attachment (1)

< Message edited by Gary Childress -- 4/18/2017 2:14:35 AM >


_____________________________


(in reply to DOCUP)
Post #: 33
RE: Kicking An Idea Around - 4/18/2017 2:12:33 AM   
GaryChildress

 

Posts: 6615
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
The color codes are for when I had them projected to enter the game:

Blue = starting forces
green = 1st quarter
yellow = 2nd quarter
orange = 3rd quarter
red = 4th quarter

I figure on setting the scenario to last 365 days.

_____________________________


(in reply to GaryChildress)
Post #: 34
RE: Kicking An Idea Around - 4/18/2017 2:18:27 AM   
GaryChildress

 

Posts: 6615
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Here's a pic of some of the new French designs:






Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 35
RE: Kicking An Idea Around - 4/18/2017 3:16:05 AM   
Commander Cody


Posts: 1425
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
Very interesting, Gary. Keep up the good work.

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to GaryChildress)
Post #: 36
RE: Kicking An Idea Around - 4/18/2017 4:10:36 AM   
GaryChildress

 

Posts: 6615
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline

quote:

ORIGINAL: Commander Cody

Very interesting, Gary. Keep up the good work.

Cheers,
CC


Much thanks, Commander Cody.

_____________________________


(in reply to Commander Cody)
Post #: 37
RE: Kicking An Idea Around - 4/18/2017 5:15:21 AM   
Commander Cody


Posts: 1425
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
This is such a great game engine, I was thinking sandbox applications (like this) would be the next logical step in development.

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to GaryChildress)
Post #: 38
RE: Kicking An Idea Around - 4/22/2017 7:43:03 PM   
DOCUP


Posts: 2848
Joined: 7/7/2010
Status: offline
I like it Gary.

(in reply to Commander Cody)
Post #: 39
RE: Kicking An Idea Around - 4/25/2017 12:51:26 AM   
RyanCrierie


Posts: 1279
Joined: 10/14/2005
Status: offline
Gary,

May I suggest breaking up the Graf Zeppelin design into perhaps two blocks:

Original Graf Zeppelin, and a Graf Zeppelin Block II; with slightly more aircraft capacity; as the Germans "figure out" carrier operations?

_____________________________


(in reply to DOCUP)
Post #: 40
RE: Kicking An Idea Around - 4/25/2017 5:06:50 PM   
Revthought


Posts: 520
Joined: 1/14/2009
From: San Diego (Lives in Indianapolis)
Status: offline
I mean, why not just make this a North Atlantic game (or full Atlantic) a la Great Naval Battles? I would use an Atlantic map, including the Baltic and the French coasts. You could make the land units static and build in (if it is possible) VP based on the amount of supply that reaches Europe from Capetown and the Eastern US.

If you really wanted you could build in base changes by script, OR try and model some (or all, but it would be hard,) land combat. In the first case you could assume a German invasion of Norway and have ships that need to be withdrawn on both sides for the operation, with return dates that reflect the damage they would take and repair times.

I say this because:

1. I actually think this is a good idea that captures what you are trying to do
2. What people are really going to care about here is the naval war (or at least I would)
3. You could include the Royal Navy
4. It would be a realistic depiction of how the corresponding fleets would have been actually used during the war. The French and Royal Navy need to try to enforce a blockade AND protect shipping all across the Atlantic, and the Germans have a much more powerful surface fleet, but cannot win in a general fleet engagement. So instead they must use their ships wisely, strike when they can, and commerce raid, commerce raid, commerce raid.

All that said, while a game based on this would be extremely interesting to me, I wonder if air detection and surface interdiction based on air detection works too well in the game, and thus wouldn't really simulate the Germans ability to slip ships past the Allied blockade.

But if you were really being bold you could run a scenario with an active United States where the Germans have captured part of the French fleet and put these ships into service for the Kriegsmarine. You could even assume a partially successful Sealion where a small part of the Royal Navy is taken by the Germans (all for balance of course), and the convoys are heading to Allied controlled Scotland (Glasgow/Edinburgh).

Either way, you could include the American Montanas and really give people a go with a "what-if-planned big gun ships were built and important in the European theatre."

< Message edited by Revthought -- 4/25/2017 5:15:07 PM >


_____________________________

Playing at war is a far better vocation than making people fight in them.

(in reply to RyanCrierie)
Post #: 41
RE: Kicking An Idea Around - 8/24/2017 10:55:21 PM   
RyanCrierie


Posts: 1279
Joined: 10/14/2005
Status: offline
MAPGEN should be operational, check my thread.

_____________________________


(in reply to Revthought)
Post #: 42
RE: Kicking An Idea Around - 1/7/2018 6:42:33 PM   
RyanCrierie


Posts: 1279
Joined: 10/14/2005
Status: offline
Any work on this? I've looked at designing my own map, and have some work done towards the back end of this; but designing an effective map is hard. We may need to have multiple maps.

_____________________________


(in reply to DOCUP)
Post #: 43
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Kicking An Idea Around Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.109