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version 2.1 is out

 
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What should be next enhancement ?
CAP
0%
 0%  [ 0 ]
Search
33%
 33%  [ 1 ]
Torpedo
66%
 66%  [ 2 ]
Total Votes : 3

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Bladerunner
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PostPosted: Sat 9 Sep - 09:41 (2017)    Post subject: version 2.1 is out Reply with quote

So the content of this version shall be


- improvement of the Torpedo rule
- reducing to max size of task force to 12 ships in order to give more tactical possibilities and to avoid the big stacks waiting for the final battle
- bug fixes and miscellaneous improvement






---------------------------------
After the 2.0 which will bring the 2-player game, the 2.1 should add one or two enhancements of what stand below
What is your preference ?


1. CAP
- Possibility for the CAP to not engage an enemy airstrike if outnumbered. Settings at each airbase level. 
- ? Ability to define how many fighters should engage or review the CAP ammunition depletion rule when the CAP is outnumbering the attackers. This is to reduce the effects of of tiny bomber formation forcing 50% of the cAP to land after combat and weakening the airbase defence
- Capability to define when the CAP should starting landing at sunset. Today 19:40
- Do not rotate CAP if they have enough fuel to stay aloft until nightfall
- Air units landing from from a distant/long-range CAP mission will automatically be re-assigned to a CAP mission
- ? Possibility to have repetitive distant CAP 


2. Search
- Add 20% endurance for units in search mission
- Give more control on sea-plane search. 
- This is a pre-requisite for introducing the Midway scenario to the 2P game by limiting the IJN search capability by relying solely on cruiser floatplanes
- Possibility to be warned when a enemy scout planes has been spotted over ou carrier
- The size of a fleet should be playing on its chance to  be detected 
- At night, ships position should be lost quicker than during daylight (in 2 turns)
- ? Low-speed search (1 hex per phase) with an endurance comparable to a transfer mission
- ? Interception of enemy scout planes by the CAP


3. Torpedoes. Limit their power in surface combat
- limit the number if ships which are in position to fire a salvo, depending on surprise 
- limit the torpedo ammunition of surface ships. Visible only by its controller


Last edited by Bladerunner on Mon 9 Oct - 21:04 (2017); edited 2 times in total
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PostPosted: Sat 9 Sep - 09:41 (2017)    Post subject: Publicité

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larsenjp
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PostPosted: Sat 9 Sep - 14:52 (2017)    Post subject: version 2.1 is out Reply with quote

Cyril,

Very very promising stuff! Okay

I voted for searches first because i think this is the very heart of the game. And additionally, i hope land-based search seaplanes to be added quickly. Wink
All the points sound very interesting included the low-speed searches and interception of searches by the CAP. BTW, in this case, i think that the side whose scout is shot down by enemy CAPs should be informed of the loss of the scout after a while (to be determined: 1h, 2h?) with some location information. This would be historical since the Japanese deduced several times the approximate location of US TF from the loss of some of their long range scouts (typically H6K).

Then i would say torpedoes since, at the moment, surface battles are quite unbalanced because of the over effectiveness of the Japanese torpedoes.

And finally the CAPs. Very interesting stuff also; according to my own (little) experience of the game, it may change a lot of things.


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Bladerunner
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PostPosted: Thu 21 Sep - 19:43 (2017)    Post subject: version 2.1 is out Reply with quote

So final verdict for the scope of this version


- Improvement of the torpedo rules
- Miscellaneous enhancement for forces, namely applying a maximum of 12 ships per TF
- Start to balance the 2P games
- bug fixes


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currymutton
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PostPosted: Fri 22 Sep - 05:13 (2017)    Post subject: version 2.1 is out Reply with quote

It is hard to choose from and I know it is hard to do all. My takes:


1. CAP
- Do not rotate CAP if they have enough fuel to stay aloft until nightfall
- Possibility to have repetitive distant CAP 


2. Air Search
- Give more control on sea-plane search. 
- This is a pre-requisite for introducing the Midway scenario to the 2P game by limiting the IJN search capability by relying solely on cruiser floatplanes
- At night, ships position should be lost quicker than during daylight (in 2 turns)
- Low-speed search (1 hex per phase) with an endurance comparable to a transfer mission


3. Torpedoes. Limit their power in surface combat
- limit the number if ships which are in position to fire a salvo, depending on surprise 
- limit the torpedo ammunition of surface ships. Visible only by its controller


Additional:


1. Armed search (or) blind strike


One more thing:


In 2.0 (and may also in previous versions), for Midway scenario, if a IJN CVBG is very close to USN CVBG on Day 1, the next day, it will launch airstrikes against your CVBG first instead of Midway.


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Bladerunner
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PostPosted: Fri 22 Sep - 16:00 (2017)    Post subject: version 2.1 is out Reply with quote

Not sure to get your last statement
It is like this if the IJN has detected one of your Carrier


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Bladerunner
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PostPosted: Sat 30 Sep - 08:01 (2017)    Post subject: version 2.1 is out Reply with quote

So the content of this version shall be


- improvement of the Torpedo rule
- reducing to max size of task force to 12 ships in order to give more tactical possibilities and to avoid the big stacks waiting for the final battle
- bug fixes and miscellaneous improvement


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Bladerunner
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PostPosted: Mon 9 Oct - 21:05 (2017)    Post subject: version 2.1 is out Reply with quote

Final content


Ship-borne torpedoes have been counter-balanced:
- Each ship has a limited number of salvoes she could launch (displayed at the left of the surface factor)
- Each ship will fire up to 1 or sometimes 2 salvoes per surface battle
- US torpedoes have more chance to turn out dud


Forces:
- forces are limited to 12 ships
- a merged force is not allowed to move this TURN
- a transport force unloading troops is always detected
- a naval force may only bombard a hex which is clear of any enemy naval force
- historical ships set-up for Operation Ke and end of Rabaul scenarios


Air:
- when units take off for CAP, search or a single-wave airstrike, the first to be launched is the one with more endurance
- from June 42, large Japanese CV have a chance to get a recon version of the D4Y
- D3A and D4Y ruggedness has been decreased to 1 by lack or amor and self-sealing tank
- improvement for AI distant CAP
- landing air units are visible on map


2P-game:
- notifications should be in place now


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currymutton
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PostPosted: Tue 10 Oct - 05:48 (2017)    Post subject: version 2.1 is out Reply with quote

Updating...so, what's next?

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Bladerunner
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PostPosted: Tue 10 Oct - 13:35 (2017)    Post subject: version 2.1 is out Reply with quote

a little patch for this 2.1

Then I would like to add a new scenario and to balance soem scenarios for the 2P game


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larsenjp
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PostPosted: Tue 10 Oct - 18:31 (2017)    Post subject: version 2.1 is out Reply with quote

Do you plan to do something about air searches as defined above?
Especially add seaplanes, either land-based or sea-based.
I think it should be quite a step forward fot the game...but i think it may ask some work.


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Bladerunner
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PostPosted: Tue 10 Oct - 21:07 (2017)    Post subject: version 2.1 is out Reply with quote

This would be the 2.3 
Patience, patience ...


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larsenjp
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PostPosted: Tue 10 Oct - 21:51 (2017)    Post subject: version 2.1 is out Reply with quote

2.3 is fine since current version is 2.1 ...

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