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View Full Version : A few things I would like in the game


Daedalus
19 Aug 06, 15:22
I was thinking that I would like to have a chart or scale for each fleet where we could calculate the time it would take to get to any point on the map. And show how long it would take to get there at a given speed. That way I could plan an attack on a port where I was getting there in the night,and then I could attack or even lay mines in the dark so they would not see me doing this if they did not have patrols.

Anyway what do you think of this Idea, and I wonder if it would be hard to put into the game? It,s a small want but I thought I would throw this out and see what all thought about it. And see if SES thought it was a good idea.

WallysWorld
19 Aug 06, 16:09
Not too bad, but I sort of like the uncertainty of trying to correctly estimate when to send a task force out so that it reaches its destination when I want it to.

If your idea was implemented, perhaps it could be just a very rough estimate of the ETA because if it was too accurate it would take some of the fun out of the guesswork of managing task forces.

Just my humble opinion...

Daedalus
19 Aug 06, 20:34
Not too bad, but I sort of like the uncertainty of trying to correctly estimate when to send a task force out so that it reaches its destination when I want it to.

If your idea was implemented, perhaps it could be just a very rough estimate of the ETA because if it was too accurate it would take some of the fun out of the guesswork of managing task forces.

Just my humble opinion...

It would not be to far out of bounds for the game, as the navigators would have the charts and maps that would let them set the speed and times for a voyage, and this way they could be at a target at the time they wanted.

I think it would be great for the game. But not a necessary thing. Just a want or wish if SES had time to put something like this in.
The game is just fine the way it is. Fantastic fun that is for sure. :D

Zouave
19 Aug 06, 20:43
What's to prevent any of us from doing it? Just note the time a TF leaves port, its speed, and when it arrives at a key location like Chemulpo or Assan Basin.

Bullethead
20 Aug 06, 10:18
What's to prevent any of us from doing it?

I can think of something. Ships don't follow paths between "hex centers" (I know the map has squares, not hexes, but I'll call them hexes cuz I'm a grog :D ), even though their paths look that way on the map. They go in straight lines between points instead. For example, if the path between Waypoint 0 and Waypoint 1 on the map looks like 3 "hexes" east and 1 "hex" northeast, the ship does not go 300km on course 090 and then 141km on course 045. It actually goes 421km on course 076. Thus, to make our own time/distance charts, we can't just count "hexes" as we would with a boardgame. We'd actually have to get a map and figure out the actual distances between points, then work out times between them for all possible TF speeds. And even if we did all this, it would still require a quick finger on the pause key to order TFs to sail at the right time.

I'd prefer to have the computer do all that for me. What I'd like to see is the ability to input a desired arrival time at each and every waypoint along a TF's path. Once that was set, the game would figure out when the TF needed to sail to get to its various destinations at the time you want, and would automatically sail the TFs when the time came without any further input from me :).

This would be not only easier and more enjoyable, but more realistic, because this is what real admirals then and now did/do. They'd tell their minelaying skipper, for example, that they wanted him to lay mines at a give point at a given time, as part of the overall plan. Then that skipper would decide when he had to leave to be there on time.

FuurinKazan
20 Aug 06, 12:45
I kind of like doing the math manually, it gives me something to do when there's not alot of engagements :)

A good basic yardstick is 100km@10kts =~3 hours.

Daedalus
20 Aug 06, 13:02
I can think of something. Ships don't follow paths between "hex centers" (I know the map has squares, not hexes, but I'll call them hexes cuz I'm a grog :D ), even though their paths look that way on the map. They go in straight lines between points instead. For example, if the path between Waypoint 0 and Waypoint 1 on the map looks like 3 "hexes" east and 1 "hex" northeast, the ship does not go 300km on course 090 and then 141km on course 045. It actually goes 421km on course 076. Thus, to make our own time/distance charts, we can't just count "hexes" as we would with a boardgame. We'd actually have to get a map and figure out the actual distances between points, then work out times between them for all possible TF speeds. And even if we did all this, it would still require a quick finger on the pause key to order TFs to sail at the right time.

I'd prefer to have the computer do all that for me. What I'd like to see is the ability to input a desired arrival time at each and every waypoint along a TF's path. Once that was set, the game would figure out when the TF needed to sail to get to its various destinations at the time you want, and would automatically sail the TFs when the time came without any further input from me :).

This would be not only easier and more enjoyable, but more realistic, because this is what real admirals then and now did/do. They'd tell their minelaying skipper, for example, that they wanted him to lay mines at a give point at a given time, as part of the overall plan. Then that skipper would decide when he had to leave to be there on time.


Yea, also we do not know at what speed the fleet will sail at. At least I have not found where we can see that. It would be nice with a addon for charting navigation, but I do not know if it would be a lot of programing or more. But maybe down the line they could add something.

Spharv2
20 Aug 06, 13:16
Yea, also we do not know at what speed the fleet will sail at. At least I have not found where we can see that.

I thought that's what the "Sustained speed" line was when you select a task force. I was assuming that anyway, lord knows I'm probably wrong. :)

FuurinKazan
20 Aug 06, 13:20
Yea, also we do not know at what speed the fleet will sail at.

In the task force info panel it's listed as sailing speed.

Also, below the the campaign map, in the text, it lists total kilometers and total at sea time when creating a new sailing order.

Daedalus
20 Aug 06, 14:12
I thought that's what the "Sustained speed" line was when you select a task force. I was assuming that anyway, lord knows I'm probably wrong. :)

No I do not think you are wrong on this. But why I was wanting to add on the item I was speaking of is that we can tell what the speed is till the fleet is on it's way.
I was just wanting to find a way to do this and to be able to plan a mission down to the time I wanted the fleet to get there. But I like it the way it is now, this was just a want , not a need.
I do not want to start changing things in the game as if to much of this is done it can make for some strange things. I have seen this in the past with other games , and when they where done it was not what one would think the outcome would be. I just put my Idea here so as they go on with the game they could add this if they thought it would fit into the overall scheme of things.
Spelling on the word scheme may not be right lol. Just waking up. :)