How would you improve the convoy system in maps?
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Convoys, blockades, u-boats were very important elements of world wars but I would say these elements are not well represented in Triplea. They are of course impratical for small/medium maps but definitely some new ideas about these would be best.
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@schulz
this is what I did on the Global map:"SubsCanEvadeDestroyers
Destroyers no longer block Subs or the Sub's "First Strike" capability. They are now a A1 D1 M2 +1 w/NB C5 unit. They also have 1 preemptive "ASA" (Anti-Sub Attack) shot.When attacking a Sub, the Destroyer will fire a one time "ASA1" (hits at 1) shot. If successful, the Sub is immediately destroyed and may not return fire. If the Sub survives, it may then submerge or take its normal "First Strike" shot.
The Destroyer also has 1 preemptive "ASD" (Anti-Sub Defense) shot for combat and 1 for movement. It hits at 1 out of 10. So when a Sub attacks a Destroyer, it will undergo 1 ASD shot when the Sub enters the Destroyer's Sea Zone and 1 ASD shot at the beginning of Combat. Both of these attacks occur before the Subs First Strike.
Destroyers will fire 1 ASD shot when Subs pass through the Destroyer's Sea Zone whether during Combat Move or Non Combat Move.
Note
When moving through or into Sea Zones containing a Destroyer, you should form your Subs into "Wolfpacks" and move them together where possible. The Destroyer only has 1 movement ASD shot and will only fire once. If you move into or through the Sea Zone separately, the Destroyer will fire each time a Sub enters it's Sea Zone.Destroyer ASA/D shots will stack. Meaning if there is only 1 Sub and multiple Destroyers, the sub will undergo as many ASA/D shots as there are Destroyers.
Subs remain A2 D1 M2 +1 w/NB C6. Subs cannot be blocked by any Naval Vessel. Subs are now susceptible to counterattack from Fighters and Tac Bombers. When attacking naval units who have air units present, Subs will undergo counterfire from the air units regardless of the outcome of their "First Strike".
When defending against attack by air units the sub may still submerge before the attack (except for the Tac Bombers ASA shot mentioned below).
All other rules regarding Subs are unchanged.
Note
When moving a sub through a contested Sea Zone, you must move in one continuous movement. If you stop in the contested Sea Zone you will be unable to pass through.
In addition to it's normal unit stats, Tac Bombers now have 1 ASA1 and ASD1 each. Their ASD shot hits at a 1 out of 6. It is only fired during the Combat Phase.
Added Convoy Zones and a lot more Blockade Zones. Gave some of the SZs a PU value.
Here's a shot of the Atlantic:
There is a Russian Convoy Zone in the Indian Ocean and the north Pacific as well. I find it fun anyway : )
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@beelee said in How would you improve the convoy system in maps?:
Note
When moving through or into Sea Zones containing a Destroyer, you should form your Subs into "Wolfpacks" and move them together where possible. The Destroyer only has 1 movement ASD shot and will only fire once. If you move into or through the Sea Zone separately, the Destroyer will fire each time a Sub enters it's Sea Zone.Isn't this just a bug with the program?
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@beelee said in How would you improve the convoy system in maps?:
Note
When moving a sub through a contested Sea Zone, you must move in one continuous movement. If you stop in the contested Sea Zone you will be unable to pass through.
Is this the program's intended behaviour?
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@cernel said in How would you improve the convoy system in maps?:
@beelee said in How would you improve the convoy system in maps?:
Note
When moving through or into Sea Zones containing a Destroyer, you should form your Subs into "Wolfpacks" and move them together where possible. The Destroyer only has 1 movement ASD shot and will only fire once. If you move into or through the Sea Zone separately, the Destroyer will fire each time a Sub enters it's Sea Zone.Isn't this just a bug with the program?
yea it wasn't what I initially planned but not all negative I think. Still not sure if subs could be overpowered if they were spammed, so this gives the DD a little more defense. Makes the attacker coordinate their attack a little bit more.
So far it seems to work ok but if i had my druthers I'd probably opt for letting subs attack from different SZs and only get shot at once. It's just the way triplea works.
@cernel said in How would you improve the convoy system in maps?:
@beelee said in How would you improve the convoy system in maps?:
Note
When moving a sub through a contested Sea Zone, you must move in one continuous movement. If you stop in the contested Sea Zone you will be unable to pass through.
Is this the program's intended behaviour?
No it's not but it's what triplea allows. Not a huge deal, although if you get fired on by a DD and then stop in a contested zone, you won't be able to undo your move. I need to clarify that in the notes.
I've been testing this for over a year now and it seems to work pretty good. I'm not a very good player though, so it may have a breakable aspect to it that I don't see.
There is an option to improve the DD hit rate that one could employ later in the game if needed. Could represent the Allies improved ASW capabilities later in the war. So far I haven't found it necessary.
What's cool is you usually have to defend your transports longer. Took till rd 8 to sink the last u-boat last game. Canada and the US had to keep assets in port to protect their trannys and more assets to chase him around.
Anyway... : ) -
@beelee what you have done is very similar to what I have done in TWW. I left out the DD defensive ASW preemptive strike simply because it creates all of the really strange and inconsistent situations.
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@schulz I am working on some very new idea's surrounding convoy, blockades and how naval operates.
If you take a look at the Global Dominance thread https://forums.triplea-game.org/topic/95/global-dominance/485 you will get some idea of what is coming down the pipeline.
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@hepps yea I don't really like the way that works either but it was the only way I could figure out how to keep subs from sailing by with no chance of a hit since they're unblockable now.
Also wanted them to get shot at in ncm.I wonder if a better feature would be to keep the current system and have a DD have to roll for how many subs it can block so there's some uncertainty involved. similar to the way blockade damage works. A 1 blocks 1 sub, 2 blocks 2, 3&3, 4-6 is none. Or something to that effect.
How's your playtests going ?
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@beelee Good so far.
But our designs both converge in certain aspects and differ in others. So it is only kinda comparable since we are not using all the same basic rule structures.
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@hepps Right on. Looking forward to what you came up with : )
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Moving to Mapmaking.