More on navies . . .

PC/MAC : Commander the Great War is the latest release in the popular Commander series to bring the thrill, excitement and mind-breaking decision making of these difficult times to life.

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FOARP
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Re: More on navies . . .

Post by FOARP »

impulse101lehr wrote:i feel the biggest issue with naval warfare is the cost to build units. you spend so much just upkeeping the frontlines and there is hardly anything left to give for naval upgrades or new ships, and even if you did, naval warfare is almost pointless. you need three submarines just to sink 1 Entente convoy. come on. it's just not worth it. either Entente convoys need to be weakened so they are more susceptible to submarine ambushes, or the Central Powers need a boost in income so that they can afford a submarine fleet capable of attacking these over powered convoys.
Each point lost by a convoy is 10PP that won't be delivered, so even if you only reduce the strength of all convoys by half, you'll starve the Entente. The real problem is the damage isn't worth the likelihood of losing submarines and can be a bit of a chore (you're essentially shooting at something that can't shoot back) - either submarines need to be made more expensive but also more effective against convoys (my preferred solution), or cheaper to maintain.

But really, you need a reason to maintain a fleet. I keep mine playing as the CP because I want to keep open the option of invading the UK whenever I want, but as the Entente you can defeat the German fleet in the first few turns and the Austro-Hungarian fleet not long after. If you needed to keep a fleet to ensure the CP stayed under blocade, a blocade that was steadily reducing CP morale, that would be good.
Jonathan_Pollard
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Re: More on navies . . .

Post by Jonathan_Pollard »

Plaid wrote: Assembling infantry unit in a week is also totally unrealistic, but will game become better, if building infantry will take 3-4 month?
I think producing infantry in a week would be realistic if the unit started out with 0 or 1 efficiency. That way as in real life the unit can be committed at lower strength in emergency situations without completing its training. Also, when infantry are trained in real life they are trained at a specific location, and having them deploy in 1 turn at ultra low efficiency would reflect this reality. In the game as it stands now, completion of training by infantry that takes 3 turns to produce also includes an unrealistic hyperwarp move to anywhere on the globe that you'd like the infantry to be deployed.
"We could blow up a US ship in Guantanamo Bay and blame Cuba" "We could develop a Communist Cuban terror campaign in the Miami area, in other Florida cities and even in Washington" - US Joint Chiefs of Staff, Operation Northwoods, 1962
FOARP
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Re: More on navies . . .

Post by FOARP »

Jonathan_Pollard wrote:
Plaid wrote: Assembling infantry unit in a week is also totally unrealistic, but will game become better, if building infantry will take 3-4 month?
I think producing infantry in a week would be realistic if the unit started out with 0 or 1 efficiency. That way as in real life the unit can be committed at lower strength in emergency situations without completing its training. Also, when infantry are trained in real life they are trained at a specific location, and having them deploy in 1 turn at ultra low efficiency would reflect this reality. In the game as it stands now, completion of training by infantry that takes 3 turns to produce also includes an unrealistic hyperwarp move to anywhere on the globe that you'd like the infantry to be deployed.
We're getting OT here, but you're right - it shouldn't be possible to deploy units straight to the front at top efficiency. You can see from the unused statistics in the unit stats data that they considered including an experience statistic for units, this I think would add interest to the game as you'd be encouraged to preserve your units rather than be willing to throw them away.
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