monkspider wrote:I agree with this!
So do I.
First of all, the "perimeter movement" where going maximum range will cause the boat to surface needs to go. Replace it with manual survace/dive mechanics (which the player will amost never use).
Instead, have moving the full range disable the torpedo attack.
Next, the subs torpedos need to do at least the same amount of damage as the torbedo-bomber equivalents.
To compensate, escorting a target with a destroyer (parking one on a neighboring hex, not with multi-hex range as the AA defense) should reveal the location of a sub if it attacks.
This would encourage and reward destroyer escorts and make it possible to detect enemy submarines, which with the japs is a PITA in the current implementation.
Attacking an escorted target would be a tradeoff as it'd do major damage, but with high likelyhood would result in the loss of the submarine.
The mechanics for attacking an unescorted target would be as it is now except for the much higher damage.
T counterbalance the automatic reveal from destroyers, waterbombs should be weakened a bit and using them should conceal the sub and move it to a neighboring hex (or beyond if all are occupied, similar to the retreat mechanic except there can be no surround).
Since I think the "run into" submarine detection is also kinda stupid, I think this should - like waterbombs - simply push the sub out of the way to a neighboring hex. Instead, destroyers sonars should still work provided they moved only one (or maybe two?) hexes this turn.
Having a whole different undersea "layer" like the air would be preferable, but I totally understand why something like that wasn't implemented for a single unit.
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rezaf