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Increase Speed of Naval Vessels

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DD's and TT's need a speed increase.

 

ATM it takes minimum 2 hours to sail the channel, either way,  I know it shouldn't be easy to cross the channel, but with population as low as it is , it's almost impossible to successfully get across with a substantial force, Loading times on TT';s is awfully slow to, add that up and it turns into an 6 hour + ordeal that most people haven't got the time for.

 

Navy has great potential in this game but is massively underused due to the amount of time investment it requires.

Changing the speed would be a very simple tweak that could bring new life to it?

 

 

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Increasing speeds could help, but just a bit. Naval game is dead because it has no role in game atm, it would need more appealings to make it playable.

If there's no fight for the coasts or the Zees, naval forces make no difference at all in the map. Maybe we have to make the battles for those lands more important, estrategically speaking. If we had a sort of supply lines directly linked to the deep ports that affects the overal RDP of a side of something like that, maybe going for those towns could worth the efforts and battle can be in place to take them. 

Of course new naval units (let's dream for carriers?), frus from fairmilles and unique and genuine INF-Armored cars weaponary for navy/km flags could make the naval game more attractive.

Soon. ;)

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Naval should become more useful when town based supply comes as the zees will have nowadays equivalent of flags, so they will not be softcaps anymore, using navy more, Doubling the speed would increase my usage of navy, ATM, I just don't have the time dedicated to spend so much time to sail a ship for 2 - 3 hours to die to a suicide bomber

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If Allied had to do some kind of supply runs from England to France to keep BEF and US army supplied full then the Naval game would really become more active (this would be realistic too).

Something like... requiring allies to do a certain number of convoy runs in the 12 hour supply cycle.  If allies complete all the runs then BEF/Americans flags would get overstocked supply a bit.  If they ignore the supply runs completely  then supply in the flags are reduced a certain percentage.  If half the necessary supply runs are completed then the flag supply stay the same as now.  Axis air and navy could try to intercept the supply runs.

If Antwerp is Allied, then the supply run must go to Antwerp  If Antwerp is Axis, then supply must go to Calais.  If Calais and Antwerp are Axis, then supply run must go to Bologne.  Or something like that. 

Just an idea to make Naval more important.

 

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On 22/09/2016 at 6:36 AM, krazydog said:

If Allied had to do some kind of supply runs from England to France to keep BEF and US army supplied full then the Naval game would really become more active (this would be realistic too).

Something like... requiring allies to do a certain number of convoy runs in the 12 hour supply cycle.  If allies complete all the runs then BEF/Americans flags would get overstocked supply a bit.  If they ignore the supply runs completely  then supply in the flags are reduced a certain percentage.  If half the necessary supply runs are completed then the flag supply stay the same as now.  Axis air and navy could try to intercept the supply runs.

If Antwerp is Allied, then the supply run must go to Antwerp  If Antwerp is Axis, then supply must go to Calais.  If Calais and Antwerp are Axis, then supply run must go to Bologne.  Or something like that. 

Just an idea to make Naval more important.

 

Nobody (well they shouldn't) want to do resupply missions all day or else the team is GG. It should be AI convoys that players can protect/intercept. 

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5 hours ago, hastati said:

Nobody (well they shouldn't) want to do resupply missions all day or else the team is GG. It should be AI convoys that players can protect/intercept. 

Yeah AI convoys would be best IMO

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Protecting AI convoys would be "bunker duty". Per history cross-channel supply convoys would be operated only by the British*. Requiring only the Allied side to defend automatically scheduled convoys would be a horrible marketing choice. Most of the time the defenders would see zero action, which would cause defenders to not show up; and when the Germans chose to attack they could arrange for overwhelming force. A good game should assure action for every player, in every necessary role, with none of the action designed in such a way that the defenders either are bored or or smashed. There should be no roles that, much or most of the time, don't have any action.

That problem is one of the key reasons why the present naval game-concept is bogus. 

CRS assuredly could make a great tactical naval game around early-to-mid-WWII action in the Channel. The coastal mine belts kept the big stuff mostly away, so the surface engagements primarily were between patrolling gunboats, or between the attacking side's high speed torpedo boats at night or air raiders during the day, and the defender's patrolling gunboats or coastal convoy defences. Those kinds of engagements occurred at direct-fire ranges that CRS's game engine can handle. The present game however is absolutely the wrong starting point.

* And historically, well out of range of German attack. Almost all of the actual cross-Channel traffic in 1940 prior to Dunkerque was hospital ships. The troops, ammo and equipment all moved from the south or west of England to Le Havre, Cherbourg and other French ports to the west and southwest. 

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