Some thoughts from a Pacific General fan
Posted: Sat Jul 18, 2015 11:56 pm
Hi guys, I figured I'd share some opinions on this game from the perspective of someone who really liked the General series games. First of, I really like the efficiency and supply system you came up with. It definitely has a lot of potential, but maybe it could be fine-tuned a little. In my opinion, villages create too much supply of their own, which makes it difficult to actually use the feature to your advantage as you are often fighting small groups of units grouped around a village or city. In my opinion supply should originate mostly from exit-hexes at the edge of maps and from major military bases/supply dumps, when supply ships are not an option. Given the importance of submarines in the Pacific theatre it might also be nice to be able to attack supply routes from off the map. This would also increase the importance of air superiority, which seems to play a marginal role in this game.
As for naval combat: in my opinion this needs an overhaul. It seems to me that the most important aspect of naval combat in this game is the number of fields you move. The faster you go, the less damage you deal. There is also some effect from course changes (or perhaps this is supposed to reflect the effect of broadside firing angles). In my opinion this does not reflect WWII naval combat. You probably know this just as well as everyone else who plays this sort of game, but battleships were pretty accurate, even over long distances when both targets were moving quickly. A DD should not be able to survive a point blank range attack from a BB, regardless of the speed of either unit. Conversely, a DD's torpedo attack against a battleship from point blank range should be very dangerous to the battleship. For reference, read about the battle of Matapan or look at the fate of the Kirishima.
In Pacific General there was also a critical damage system, which is another factor in why the current system in OoB:P does not work well. For example, a bomb hit from a dive bomber seems to mostly produce a very small amount of damage, whereas torpedo bombers deal a lot of damage. In reality, there were cases of single bombs destroying battleships and multiple bombs failing to sink a destroyer. A critical damage system allows to model this kind of behavior. As for torpedo bombers, it is true that they were generally more dangerous, but they also had pretty bad loss rates when they were attacking capital ships with unsurpressed aa-guns, which limited their effectiveness.
The next point is air combat. It seems that the feature of multiple fighters getting a bonus vs a single fighter was removed, which is unfortunate. The idea of low-strength units being more difficult to kill seems a bit strange to me as well. It does make sense that a dispersed unit is more difficult to intercept, but that should only apply when the low strength unit is fleeing. A low strength fighter that remains in combat should be easy to destroy. The way this is modeled now there is a big risk of the attacker losing units when engaging a vastly inferior unit. Maybe this could be resolved by implementing a morale-based dispersal feature. Something similar to the retreat-mechanic of ground units giving aircraft the option to escape towards the nearest airfield.
But I mostly like the way ground combat works and have a lot of fun with the scripted campaign events!
Anyway, I'm curious what you guys think.
As for naval combat: in my opinion this needs an overhaul. It seems to me that the most important aspect of naval combat in this game is the number of fields you move. The faster you go, the less damage you deal. There is also some effect from course changes (or perhaps this is supposed to reflect the effect of broadside firing angles). In my opinion this does not reflect WWII naval combat. You probably know this just as well as everyone else who plays this sort of game, but battleships were pretty accurate, even over long distances when both targets were moving quickly. A DD should not be able to survive a point blank range attack from a BB, regardless of the speed of either unit. Conversely, a DD's torpedo attack against a battleship from point blank range should be very dangerous to the battleship. For reference, read about the battle of Matapan or look at the fate of the Kirishima.
In Pacific General there was also a critical damage system, which is another factor in why the current system in OoB:P does not work well. For example, a bomb hit from a dive bomber seems to mostly produce a very small amount of damage, whereas torpedo bombers deal a lot of damage. In reality, there were cases of single bombs destroying battleships and multiple bombs failing to sink a destroyer. A critical damage system allows to model this kind of behavior. As for torpedo bombers, it is true that they were generally more dangerous, but they also had pretty bad loss rates when they were attacking capital ships with unsurpressed aa-guns, which limited their effectiveness.
The next point is air combat. It seems that the feature of multiple fighters getting a bonus vs a single fighter was removed, which is unfortunate. The idea of low-strength units being more difficult to kill seems a bit strange to me as well. It does make sense that a dispersed unit is more difficult to intercept, but that should only apply when the low strength unit is fleeing. A low strength fighter that remains in combat should be easy to destroy. The way this is modeled now there is a big risk of the attacker losing units when engaging a vastly inferior unit. Maybe this could be resolved by implementing a morale-based dispersal feature. Something similar to the retreat-mechanic of ground units giving aircraft the option to escape towards the nearest airfield.
But I mostly like the way ground combat works and have a lot of fun with the scripted campaign events!
Anyway, I'm curious what you guys think.