Carrier Battles for Guadalcanal Forum Index

Carrier Battles for Guadalcanal


 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

CB Wish List.
Goto page: 1, 2, 3  >
 
Post new topic   Reply to topic    Carrier Battles for Guadalcanal Forum Index -> Topics -> New Features
Previous topic :: Next topic  
Author Message
USS Archerfish
Beta-testing

Offline

Joined: 16 Mar 2017
Posts: 457

PostPosted: Wed 16 Aug - 05:27 (2017)    Post subject: CB Wish List. Reply with quote

Ok Bladerunner 


Here is an update of my wish list for future updates for CB. I understand that you have other things in the line-up at the moment.


Carrier Battle Wish List

The first 5 I think would greatly enhance game play by reducing unessary loss of aircraft and reducing micro managing. 
  1. Recall Individual aircraft (High)- I would really like the ability to recall individual aircraft. For various reason, aircraft flying to a target can suddenly run short on fuel.  Currently you only have two options, recall the entire strike or continue the strike knowing you are going to loose planes because they ran out of fuel. I'd like the ability to recall or divert individual aircraft to another airfield.  It would also be nice if the "Caution" icon is put on the aircraft with low fuel for easier identification.
  2. Aircraft Automatically Abort Landing in Storm (High) - I would like the game to be programmed so that any aircraft that is landing in a hex with a storm automatically aborts landing as long as the have sufficient fuel. Aircraft will only land in stormy condition once fuel has reached “-1” or less. At that point the odds of crashing are relatively equal at that point. Currently I have to micro manage this. This would greatly reduce micro managing in the game. 
  3. Long Rang Cap Automatically Returns to Normal CAP After Return (High) - Currently when fighters return from a LRCAP, it sits at the airfield until it is activated again. I would like to change it so that when fighters return and land from a LRCAP, it automatically returns to fly normal CAP
  4. Aircraft Low On Fuel Get Priority Landing - It would be nice to see that aircraft with the lowest fuel lands first. 
  5. Aircraft With The Most Fuel Take Off First - On large air strikes where it may take more than one turn to launch all aircraft.  I would like to see aircraft that have the most fuel takes off first. 
  6. Airplane Landing Counter - When aircraft are in the landing phase.  I would like to see a landing counter (Reperesented with a side view of an airplane with its landing gears down). Sometime aircraft cannot land on CVs due to overcrowded conditions. But once a plane is in the landing phase it disappears from the screen. This give the players the impression the planes have landed when in reality they haven't due to over crowding. But because it's not on the screen, players are unaware of the problem. Currently the only way a player can be aware of it is if they they check the carriers every turn.       Another option would be to place a warning Icon on the CV when planes are unable to land due to over crowding. 
  7. Would Like to See Max Launch Listed On The Air Operation Board - The maximum numbers of aircraft a CVs and Airfields can launch in a single turn varies depending on the size of the ship or airfield. I would be nice if the Max Launch capability can be listed on the Air Operation Board either to the right of the CV or Airfield name at the top or just above where it says “Strike/Transfer. 
  8. Would Like To See Third Strike Box Added - This would help when manually launching multiple waves.
  9. Blind Strikes  -  Allow player to select any hex to launch a strike.
  10. Intercept  -  Allow any CAP to intercept an in bound airstrike. 
  11. Recall Scouts
  12. When an aircraft lands in bad condition and crashes, state what airfield or carrier the aircraft was attempting to land on.
  13. Bomber Escort  -  Allow fighters from another base to join a airstrike during mid flight and break away when returning. 


Back to top
Publicité






PostPosted: Wed 16 Aug - 05:27 (2017)    Post subject: Publicité

PublicitéSupprimer les publicités ?
Back to top
Bladerunner
Administrateur

Offline

Joined: 25 Jan 2016
Posts: 802
Localisation: France

PostPosted: Fri 18 Aug - 18:34 (2017)    Post subject: CB Wish List. Reply with quote

Thanks for this wish list, I like it


1. Recall Individual aircraft (High)- I would really like the ability to recall individual aircraft. For various reason, aircraft flying to a target can suddenly run short on fuel.  Currently you only have two options, recall the entire strike or continue the strike knowing you are going to loose planes because they ran out of fuel. I'd like the ability to recall or divert individual aircraft to another airfield.  It would also be nice if the "Caution" icon is put on the aircraft with low fuel for easier identification. 
--> Useful but I don't see to High. Is it historical ? not sure.  This will require to add extra screens for aircraft selection. The caution sign could be added


2. Aircraft Automatically Abort Landing in Storm (High) - I would like the game to be programmed so that any aircraft that is landing in a hex with a storm automatically aborts landing as long as the have sufficient fuel. Aircraft will only land in stormy condition once fuel has reached “-1” or less. At that point the odds of crashing are relatively equal at that point. Currently I have to micro manage this. This would greatly reduce micro managing in the game.  


--> Why not. The threshold would rather be fuel 0 in overt to avoid the landing penalty of 10% for being short of fue


3. Long Rang Cap Automatically Returns to Normal CAP After Return (High) - Currently when fighters return from a LRCAP, it sits at the airfield until it is activated again. I would like to change it so that when fighters return and land from a LRCAP, it automatically returns to fly normal CAP 


--> Yes a must have. However two choices: return to normal CAP or repeat the mission to defend the same target ? 


4.Aircraft Low On Fuel Get Priority Landing - It would be nice to see that aircraft with the lowest fuel lands first.  


--> Yes good point. Probably feasible


5. Aircraft With The Most Fuel Take Off First - On large air strikes where it may take more than one turn to launch all aircraft.  I would like to see aircraft that have the most fuel takes off first.  


--> Idem if possible


6. Airplane Landing Counter - When aircraft are in the landing phase.  I would like to see a landing counter (Represented with a side view of an airplane with its landing gears down). Sometime aircraft cannot land on CVs due to overcrowded conditions. But once a plane is in the landing phase it disappears from the screen. This give the players the impression the planes have landed when in reality they haven't due to over crowding. But because it's not on the screen, players are unaware of the problem. Currently the only way a player can be aware of it is if they they check the carriers every turn.       Another option would be to place a warning Icon on the CV when planes are unable to land due to over crowding.  


--> I need to check this but this should be doable. Some extra work through


7.Would Like to See Max Launch Listed On The Air Operation Board - The maximum numbers of aircraft a CVs and Airfields can launch in a single turn varies depending on the size of the ship or airfield. I would be nice if the Max Launch capability can be listed on the Air Operation Board either to the right of the CV or Airfield name at the top or just above where it says “Strike/Transfer.  


--> This is hidden for players right now and not easy to explain / emphasise on screen. 


8.Would Like To See Third Strike Box Added - This would help when manually launching multiple waves. 


--> There is not enough space


9. Blind Strikes  -  Allow player to select any hex to launch a strike. 


--> We could see this an armed patrol around a given hex. Depending on orders, it may attack any detected naval target. Ex: patrol around hex 4051 and attack any CV/TRS forces around target hex or en-route. not sure it was done historically 


10. Intercept  -  Allow any CAP to intercept an in bound airstrike.  


--> this would require air to combat on map (between 2 airstrikes meeting each other by hasard for instance). Again a kind of patrol against air targets


11. Recall Scouts


--> Historical ? As a workaround, you may select a maximum range for your scout planes. Also recalling your air units once you have found the big fish is a bit gamey and not historical. Admirals wanted the search planes to screen the detected warships   


12. When an aircraft lands in bad condition and crashes, state what airfield or carrier the aircraft was attempting to land on. 


--> Yes would be useful but a bit of work as today the event gathers the crash of a lot off airplanes for various reasons in the same phase


13. Bomber Escort  -  Allow fighters from another base to join a airstrike during mid flight and break away when returning.



--> Yes in the future. For instance fighters from Dobodura could join and escort a flight of B-17 running from Port Moresby to Rabaul


Back to top
larsenjp
Beta-testing

Offline

Joined: 19 Aug 2017
Posts: 176

PostPosted: Mon 21 Aug - 10:03 (2017)    Post subject: CB Wish List. Reply with quote

Hello everybody,

I am new to this game but all i can say to Cyril is: bravo! (actually i am a bloody Frenchman!).
I used to play extensively to Flat Top and i think CBfG really allows to capture the flavor of carrier battles.

So far i played only once, the "Coral Sea" scenario which ended in a US strategic defeat but i learned a lot of things and hope i can do better next time.

I agree with most of the points listed above and i have would have some additional requests/remarks

1. I would like to manage searches from land-based or even sea-based (from cruisers and battleships) seaplanes. The latter is maybe not so important (especially when playing the USN side; i guess it would be when playing the IJN side) but the former seems important to me since it gives more flexibility to searches. And i really miss the Catalina (but maybe they can be found in some others scenarios)!

2. Regarding searches and exploration, I would like the USN player to be aware in the case of the presence of "snoopers" in the vicinity of its TF and the possibility for the CAP to shot it down, thus lowering the level of information of the IA on the IJN side. Historically, we can see that this happened a lot of time and that the US Task Forces managed to escape or to delay detection thanks to their air defense system (even if it was yet very primitive). Of course, the weather may play a role since it is more difficult to find and shoot down a "snooper" in cloudy weather (but i guess it is also more difficult for the "snooper" to get accurate information).

3. I think i saw it elsewhere but i found impossible to plan more than one air strike (i mean targeting different targets) at the same time from a given airbase. It seems you have to wait the first one to leave before being allowed to plan the other ones. Too bad since it will make you lose a lot of time and time is vital in this game.

4. Regarding air units, i wish to have more, again for the sake of flexibility. I understand it is difficult to handle individual plane but maybe 4 planes for each air unit is too much. And maybe unhistorical: for example, in the case of IJN, it should 3 since they had a ternary system. In the case of USAAF and RAAF, the same than for IJN, they used a ternary system; in the case of USN, it could be 2 or 4 since they already had a binary system. Of course, i am aware that changing this kind of thing would have a big impact on the game, especially on the combat system and related tables.
 
5. Submarines! I really miss them and we know they had a very important role especially by detecting enemy TF. This could be interesting as an advanced feature.

6. IA: maybe a possibility to tune it. I found the IA to be very aggressive, sending the boats, especially the carriers, directly in unfriendly waters, a few hexes from Port Moresby! I do not think the Japanese would have risked their precious fleet carriers this way (but maybe the light carrier). Maybe there should be some areas with some conditions for the boats to be allowed to enter in (typically if one US carrier is destroyed, then the Japanese carriers are released and can go further etc.).

7. Historical scenarios: i agree with the possibility to randomize the scenarios so that the game is never the same but i would appreciate to be able to select historical scenario, i mean a scenario where initial locations and compositions of forces, both at sea or land base would be historical. I guess it would not be so easy to deal with it!

8. Playing the IJN; I believe this has already been asked and i saw that it should be possible in a future two-players version of the game but i'd really enjoy to play IJN against US IA.

That's all folks ... for the moment

Anyway, i really enjoyed it and had a very good time.

Merci Cedric pour ce jeu qui me semble plein de promesses... et on pourra toujours en discuter en français!  Okay


Back to top
Bladerunner
Administrateur

Offline

Joined: 25 Jan 2016
Posts: 802
Localisation: France

PostPosted: Tue 22 Aug - 22:31 (2017)    Post subject: CB Wish List. Reply with quote

Merci  Very Happy


To briefly answer your points


1. A big change as the game should first show seaplane bases which means dispkay them on map, dispkay air op, allows attacks ob them


2. Yes warn for snoopers is doable. 
Destroy them with CAP is possible too
Chasing them away might not be reflected now as the game is not really featuring the shadowing of a task force by a scout plane. It is working with probability of finding around a searching airbase using aircraft density, search angle, weather...
May be a malus for following phases as the CAP is aware of snoopers ?


3. You may prepare 2 simultaneous airstrike actually
However it may require more time to launch them both than if you had only one


4. As you said, this cannot be changed now


5. Yes will be


6. I must admit that I have stopped imroving the AI now since I am concentrating on the 2P game


7. The 2p game is using historical ships. 
Actually I could have an historical set-up as an alternative
Or by default and have the random as an alternative


8. A great challenge here as well !!!


Back to top
currymutton
Beta-testing

Offline

Joined: 27 May 2016
Posts: 552

PostPosted: Wed 23 Aug - 04:05 (2017)    Post subject: CB Wish List. Reply with quote

Too long; forced to read... Razz


I am okay with the fuel arrangements.


1. My only comment on landing is that when the landing site (air stripe or CV) is overcrowded, or unable to do any landing, I can always reroute the landing planes to other TF or base. It is essential to USN player where his/her assets are rather limited


2. Also, if possible, I would like the possibility to relocate planes between CVs of the same TF, when I feel that one of them is low in HP and there are still spaces in the other one to save from the possible worst.


3. As for air intercepts, it is hard to do, unless you do it in the Harpoon way, which actually changes the way the game works very much also


4. Blind strikes: how about merging it with the feature of armed recon?


5. Replacement was one feature I thought of, but the current "damaged" plane handling seems to solve it.


6. I think it is one thing best learned by players by both sides: how to reserve your assets to the best. War of attrition is harmful to your health.


Back to top
USS Archerfish
Beta-testing

Offline

Joined: 16 Mar 2017
Posts: 457

PostPosted: Wed 23 Aug - 06:31 (2017)    Post subject: CB Wish List. Reply with quote

Thanks for this wish list, I like it


1. Recall Individual aircraft (High)- I would really like the ability to recall individual aircraft. For various reason, aircraft flying to a target can suddenly run short on fuel.  Currently you only have two options, recall the entire strike or continue the strike knowing you are going to loose planes because they ran out of fuel. I'd like the ability to recall or divert individual aircraft to another airfield.  It would also be nice if the "Caution" icon is put on the aircraft with low fuel for easier identification. 
--> Useful but I don't see to High. Is it historical ? not sure.  This will require to add extra screens for aircraft selection. The caution sign could be added


--> Actually all I really want is the ability to recall (actually the correct term would be "Abort) individual aircraft. In reality, HQ is not calling them to come back because of a change in plans.  In the case of low fuel the pilot is making the decision to turn back. This is historical and happed fairly frequently. Aircraft were always returning on their own due to mechanical or fuel issues. As far as CB game mechanics I'm just calling it "Individual Aircraft Recall" for lack of a better term. As for the "Low Fuel" caution icons, that just a bonus but if it's too much work to do I can live without it.  I just want the ability to recall individual aircraft from a strike group. This is number 1 on my wish list. 


3. Long Rang Cap Automatically Returns to Normal CAP After Return (High) - Currently when fighters return from a LRCAP, it sits at the airfield until it is activated again. I would like to change it so that when fighters return and land from a LRCAP, it automatically returns to fly normal CAP 
--> Yes a must have. However two choices: return to normal CAP or repeat the mission to defend the same target ? 

--> Can I have both.😁  But if I had to choose one, I would prefer repeat the mission.


Back to top
larsenjp
Beta-testing

Offline

Joined: 19 Aug 2017
Posts: 176

PostPosted: Wed 23 Aug - 14:39 (2017)    Post subject: CB Wish List. Reply with quote

Bladerunner wrote:

Merci  Very Happy


To briefly answer your points


1. A big change as the game should first show seaplane bases which means dispkay them on map, dispkay air op, allows attacks ob them


2. Yes warn for snoopers is doable. 
Destroy them with CAP is possible too
Chasing them away might not be reflected now as the game is not really featuring the shadowing of a task force by a scout plane. It is working with probability of finding around a searching airbase using aircraft density, search angle, weather...
May be a malus for following phases as the CAP is aware of snoopers ?


3. You may prepare 2 simultaneous airstrike actually
However it may require more time to launch them both than if you had only one


4. As you said, this cannot be changed now


5. Yes will be


6. I must admit that I have stopped imroving the AI now since I am concentrating on the 2P game


7. The 2p game is using historical ships. 
Actually I could have an historical set-up as an alternative
Or by default and have the random as an alternative


8. A great challenge here as well !!!

Answers to your answers... Laughing

1. Yes, agree as discussed in the related dedicated topic

2. Yes, I understand well the idea behind the searches which basically are modeled through probability.
But, i think it would still be interesting
- to know that a "snooper" is wandering around ; this is a very valuable information
- to be able to shoot it down by the CAP if any; in this case, i think what might be done is 1) to decrease the number of air points dedicated to the search by one (less planes available for future searches) and 2) as a consequence to decrease the probability of spotting the TF (and of course to decrease the level of information).

3. OK, so it means i missed something somewhere.
The case i had was the following: i had two enemy TFs spotted within range of my own TF and i wanted to launch simultaneously a strike at both of them. So i moved some SBDs to the strike panel and assign one of the two TFs as the target; but when i moved the remaining SBDs to the strike panel, they were assigned automatically the same target and i did not find the way to change the target to the second enemy TF. So I has to wait the first strike to leave before defining the second on the correct target. Thus i lost time which is of course dramatic... What would be the solution?

4. OK, not top priority.

5. Great! But we will need to have ASM patrols... historically made by land-based seaplanes (PBY, H6K, etc.) and by SBD/TBF on the US side, D3A/B5N on the IJN side.

6. OK, i suppose you need to put some priority. But, as an illustration, in the Coral Sea scenario, despite having managed to knock out the fleet Japanese carriers, the transports kept on stubbornly towards Port-Moresby... I don't think any Japanese admiral would have risked it.

7. Great! Any of the options is fine, the idea being to have the historical scenario available.

8. Yes indeed, but would be really great! Wink

Otherwise, i fully agree with the request of Archerfish. Okay


Back to top
USS Archerfish
Beta-testing

Offline

Joined: 16 Mar 2017
Posts: 457

PostPosted: Wed 23 Aug - 17:12 (2017)    Post subject: CB Wish List. Reply with quote

Larsen


You are only able to select one target per Strike/Transfer box.  Since there are only two boxes you can only select a maximum of two targets.  I did ask Bladerunner if he could ad a third box but he said there is not enough room Sad


Back to top
USS Archerfish
Beta-testing

Offline

Joined: 16 Mar 2017
Posts: 457

PostPosted: Wed 23 Aug - 17:25 (2017)    Post subject: CB Wish List. Reply with quote

Anyway, Bladerunner


I'm greatful for anything you do.


Back to top
larsenjp
Beta-testing

Offline

Joined: 19 Aug 2017
Posts: 176

PostPosted: Wed 23 Aug - 17:47 (2017)    Post subject: CB Wish List. Reply with quote

USS Archerfish wrote:

Larsen


You are only able to select one target per Strike/Transfer box.  Since there are only two boxes you can only select a maximum of two targets.  I did ask Bladerunner if he could ad a third box but he said there is not enough room Sad

Archerfish,

Thanks for the answer. Yes I saw this and i thought it was about my concern but i was not sure. Now i am.
Too sad Crying or Very sad
Maybe one solution would be to have a kind a "pile" of target boxes instead than having only one box or two boxes sided (indeed there is not enough room for another box). It would add a lot of flexibility. I think two or maybe three should be enough to handle most of the cases. You will just have to select the active one to see the corresponding strike.
Maybe the same with the search box with two instead of one (actually you need to wait for the search to come back before launching a new search with a new pattern; you can launch a search before to save time but it will have the same pattern than the one which is underway).

Of course, it probably means a lot of programing and i don't even now if this is possible but i guess this kind of "object" may exist.
Anyway, it is already very nice. Okay
 


Back to top
Bladerunner
Administrateur

Offline

Joined: 25 Jan 2016
Posts: 802
Localisation: France

PostPosted: Wed 23 Aug - 20:59 (2017)    Post subject: CB Wish List. Reply with quote

2 strike Box is the limit. Air Op on a carrier are already difficult to manage. So imagine if they had to prepare 3 strikes at the same time !


For the seaplane management, I may have some ideas to give a bit of control to the human players


Back to top
USS Archerfish
Beta-testing

Offline

Joined: 16 Mar 2017
Posts: 457

PostPosted: Wed 23 Aug - 22:47 (2017)    Post subject: CB Wish List. Reply with quote

Bladerunner wrote:
2 strike Box is the limit. Air Op on a carrier are already difficult to manage. So imagine if they had to prepare 3 strikes at the same time !


For the seaplane management, I may have some ideas to give a bit of control to the human players


Sorry to bust your bubble Bladerunner but planning 7 to 8 airstrikes in a day was normal operation for us.  However we did have an angle deck instead of a straight one. 


Anyway, my original request for 3 strike box was so I can manage my airstrikes waves more efficiently but I can live with two.


Back to top
Bladerunner
Administrateur

Offline

Joined: 25 Jan 2016
Posts: 802
Localisation: France

PostPosted: Sun 17 Sep - 12:59 (2017)    Post subject: CB Wish List. Reply with quote

Normally this is already in place:


Aircraft Low On Fuel Get Priority Landing - It would be nice to see that aircraft with the lowest fuel lands first


Back to top
Bladerunner
Administrateur

Offline

Joined: 25 Jan 2016
Posts: 802
Localisation: France

PostPosted: Thu 5 Oct - 09:33 (2017)    Post subject: CB Wish List. Reply with quote

I have started to do item #6 - Air unit landing counter
as it is quite ok to manage

to start with


Back to top
USS Archerfish
Beta-testing

Offline

Joined: 16 Mar 2017
Posts: 457

PostPosted: Thu 5 Oct - 10:59 (2017)    Post subject: CB Wish List. Reply with quote

Okay

Back to top
Contenu Sponsorisé






PostPosted: Today at 04:40 (2017)    Post subject: CB Wish List.

Back to top
Display posts from previous:   
Post new topic   Reply to topic    Carrier Battles for Guadalcanal Forum Index -> Topics -> New Features All times are GMT + 1 Hour
Goto page: 1, 2, 3  >
Page 1 of 3

 
Jump to:  

Index | Administration Panel | Create own nforum | Free support forum | Free forums directory | Report a violation | Conditions générales d'utilisation
Powered by phpBB © 2001, 2005 phpBB Group