Please vote: Sub attack vs convoys

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Peter Stauffenberg
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Please vote: Sub attack vs convoys

Post by Peter Stauffenberg »

One problem with the sub attacks is that they attack against very weak transports and the max damage they can make is 14 per attack. The reason is a limitation in the game engine because you inflict one damage per hit. You get 4 dice + 1 per sub step so you can max get 14 dice. This means the damage you can inflict is max 14 per attack.

What if we instead change this to the following.

Convoy damage = number of hits * (1 + sub tech / 3 (rounded down))

Sub tech 0: dmg = number of hits
Sub tech 1: dmg = number of hits
Sub tech 2: dmg = number of hits
Sub tech 3: dmg = 2 * number of hits
Sub tech 4: dmg = 2 * number of hits
Sub tech 5: dmg = 2 * number of hits
Sub tech 6: dmg = 3 * number of hits

Since max hits is 14 it means the max damage per sub attack is 14 for tech 0-2, 28 for tech 3-5 and 42 for tech 6

It takes awhile for the Axis to get sub tech 3 and that means the Allies have time to build DD's to escort their convoys. If they ignore it then the subs will must faster sink the bigger convoys.

Please notice that this only applies to convoy attack and not sub vs surface ships attack.

If we do this then we might want to increase the sub research difficulty from 15 to 20 so the sub techs won't get to 6 too early.

Please vote on the following.

1. Sub attack vs convoy
a. Max damage is 14 as now
b. Max damage is dependent upon sub tech level like: 14 * (1 + sub tech / 3)
c. Max damage is dependent upon sub tech level like: 14 * (1 + random (sub tech / 3))

2. Sub research difficulty
a. Keep at 15
b. Increase to 20
Last edited by Peter Stauffenberg on Sat Oct 29, 2011 10:31 pm, edited 1 time in total.
Peter Stauffenberg
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Post by Peter Stauffenberg »

One problem I see with convoy attacks is that when the Germans get increased tech in naval attack then they always inflict 14 damage per hit. That means there is little variety in the result. The reason is the very low survivability of transport (2 I think).

So maybe we can do the following regarding sub damage.

total damage = damage from dice * (1 + random (sub tech / 3))

Random (sub tech / 3) means the number chose is between 0 and max of sub tech / 3)

E. g. with sub tech 2 you get: dice * (1 + random (0.67)). So random 0.67 can be everything from 0 to 0.67). So max damage can be 14* 1.67 = 23. Average would be. 14 * 1.33 = 18
dagtwo
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Post by dagtwo »

1. C (your follow-up suggestion)

2. B
Hex grids Rule!
Blathergut
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Post by Blathergut »

1c
2b

(plus the randomness)
rkr1958
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Post by rkr1958 »

1. Sub attack vs convoy - dice * (1 + random (sub tech / 3)) I would be will even consider dice * (1 + random (sub tech / 2))

2. Sub research difficulty - b. Increase to 20
amcdonel
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Post by amcdonel »

I vote

1 c
2 b
gerones
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Post by gerones »

1c
2b

    zechi
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    Post by zechi »

    1C
    2B
    Cybvep
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    Post by Cybvep »

    1. C but add the escorts to the formula, e.g. 14 * (1 + random (sub tech / 3)) if there are TWO escorts, 14 * (1 + random (sub tech / 2)) if there is ONE escort and 14 * (1 + sub tech / 2) if there are NO escorts. That way it will be very beneficial to have escorts nearby even if you don't want to attack the subs directly.
    2. B
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