Hi
hehe I guess the Naval combat deadhorse still getting beat and since topic gotten resurected again I will chime in with my 2 cents
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A) People following this thread might remeber I don't like the current naval combat model. But I do have to agree with the recent post about how this model is probably working exactly as game designers intended. And changing it would go to the level of modding rather than patching.
B) By the same token I am pretty sure stealth destoyers (and subs) are functioning exactly has the designers intended too with regards to how they defend or not defend when in a stack. So changing them would also be more modding than patching.
C)The above points said I DO think sometimes even if they are working exactly as intened by the designers sometimes things work better with some changes. A good example can be from the previous unoffical patch. I would say the HIGH coorporation costs and high late game inflation and high overseas maitenence were ALL working as intended. They were inteneded to slow down teching in modern era, discourage blind spamming of coorperation branches, and encourage people to prefer granting independence to overseas cities to form colonies. Even so they were still making the game unfun and some (not sure bout all) were tweaked a bit in the patch to make them less severe. And I think that decision was in the end vindicated when in the next "offical" patch those features were also toned down maybe not "exactly" the same way chosen in the unoffical patch but still toned down and for what I think is the same reasons they were addressed in the unofficial patch.
Ultimatley final decison goes with Bh since it's his patch. So he can decide to make those changes or not for whatever reasons but he has been nice enough to consider input from other players. And with THAT said here is my input on if there are changes to be made how I would do em if I knew beans bout making a patch hehe.
Stealth destroyers. I have made this sugestion before. Not just in this thread after Kmad mentioned it but in other threads dealing with this topic so dont worry Kmad its not your fault for opening up that can of worms hehe
(oh btw while Im speaking to Kmad--LOOOVE the new hello kitty pirate avatar hehe makes me want 1 too
) the suggestion of allowing regular destoyers to still be available after stealth destroyers come available.
Now I know Bh has made very clear in all caps he doesnt like this solution since he wishes to ONLY address stealths not defending in a stack versus non stealth ships. And I am only bringing it up again not to be a troll but just to restate my point since the topic has come back up. I agree stealth's destoyers not defending is annoying and a problem. But in the end their not defending in a stack is ONLY a symptom of the overall problem and fixing this one sympton doesnt really "cure" the disease.
I agree the problem comes from player expectations. The player expects the stealth to defend and gets annoyed when those expectations arent met. Now when regular destroyers come along they perform certain functions during the game and thats all well and good. But the along come stealths and they are so VERY different in design from regular destoyers that they actually have VERY defferent functions BUT the player STILL expects them to be able to carry out their old functions just as well and they dont. Which may be all well and good except there is NO real modern alternative to take the place and perform those functions regular destroyers would do. Now the game designers attempt to fix this was to have regular destroyers upgrade to missle cruisers. I really think that is only half a fix kind of like only addressing the stack defense issue is half a fix. In fact they are both seperate ways of just dealing with that issue. Their way was to allow upgrading regular destoyers to a "modern" unit that defend stacks -- the missle cruiser. So player has a choice if they want that modern stack defender/escort function of the regular destoryer either upgrade/build missle cruisers for that function and when you want a sneaky scout or blockader then upgrade/build stealth destoyers but dont expect them to perform escort duties since thats what MC's are for.
I personally STILL think the better solution is instead of allowing upgrade to MC just keep regular destoyers available. It's simpler and I like simple solutions best if they can solve the problem. It's less confusing to a player since I think it's easier to say "ok if you want a ship to perfom regular destoyers functions build them but if you want to take adavntage of new stealth destoyers capabilities" It keeps mor ein line with player expectations if they want a ship for escort duites they build the one suited for that function and for functions which stealth ships are best for they build them and wont expect one to perform the other's function.
It's also simpler in that it seems less intrusive code change than totally changing when how and if stealth destroyers defend. I admit I could be wrong on this end like I said I dont know beans on the actual coding part and Bh could be using pentagrams and sacrificing chickens to make the changes for all I know hehe
But also like I have said before stack defense is to me really only one symptom of a larger problem so even if either change would be as easy to code in one change only goes after a sympton and the other does a better job of fixing the whole problem I think anyways.
Now for the combat model and naval tranports. Like I said before I dont like this model. I fill it makes MUCH more sense for just the strongest units defends regardless of whether it is a loaded transport or MC or not. The ONLY time I think that should enter into it is if if two or more ships are EQUALLY strong enough to defend in every other aspect but one is unloaded and the others are loaded THEN the unloaded ship should go first.
And like I said I do believe this model IS working like designers intended except for ONE sticking point. The fact that a empty transport will defend ahead of a loaded missle cruiser. I think this glitch comes out of fact that naval battle model was designed before MC's were introduced and wasnt intended. No, I am not a mind reader it's JUST a guess but I would bet you a nickel if you asked game designers "hey do you think a empty transport should defend a stack ahead of a missle cruiser?" they would all say no.
So to me one solution would be to somehow get the game to put a MC in category of "empty" no matter what so any MC would ALWAYS defend ahead of any transport.
But I really think strongest defender defends no matter what makes the MOST sense. It avoids what i think is a very nonsensical situation of a ship with only 10% odds or less to win being chosen AHEAD of a ship with over 90% odds to win.
Yes I am aware of situations where others and even I would prefer the weaker ship to defend rather than risk losing the stronger ship. BUT while it WOULD be annoying to lose a valuable ship or cargo with a 90% chance to win it would at least make sense gamewise as to why it was picked to defend. It would be annoying and frustrating the way say having earthquake event destroy your forge 5 turns before you have Collosus done or when a macemen with 85% chance to kill an wounded city defender gets a bad roll and loses. Annoying yeah but just part of riskiness of the game-- sometimes plans get foiled. Game play wise it makes MUCH more sense that if you have cargo or ANY unit you really dont want getting into a fight then you make sure if it travels it travels with STRONGER defenders and you make sure you provide it with enough of those protecters to keep it out of the fight and if you miscalculate for whatever reason and it ends up defending anyways and you lose it well it's annoying yeah but part of the riskiness of the game that makes it fun.
Well anyways thats just my opinion
Kaytie