Author Topic: Task Group Control  (Read 314 times)

Offline Lt. Pope

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Task Group Control
« on: November 18, 2008, 07:04:50 PM »
Naval Warfare is fun, with the 5" 'er and all, but The controls, not to bad, but could be better.

First of all, The control system, I have a hard time getting task groups to get close to the shore, and I think allot of other people to, example - To lay siege to a coastal air field.

You should be able to control a task force like a vehicle, exclude the guns.

The gears should be like Full Steam Ahead (FSA), Med Forword, Foreword, Slow, Dead Slow, Stop, etc.

Diferent views, Ex. External Obove, Control room, ect.
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Offline Lusche

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Re: Task Group Control
« Reply #1 on: November 18, 2008, 07:11:41 PM »
First of all, The control system, I have a hard time getting task groups to get close to the shore, and I think allot of other people to, example - To lay siege to a coastal air field.

Which is one of the most unrealistic, even gamey aspects of AH Task Groups - bringing them so close to an enemy airfield that it's covered not only by puffy but also auto ack.

A frequently abused "feature" on NDsiles map in EW, where most coastal fields don't have 8" SB.
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Offline Ghosth

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Re: Task Group Control
« Reply #2 on: November 19, 2008, 07:06:49 AM »
I do agree that there should be more control on TG speed.

I would also love to see the support fleet that each such group had to have.
Giving the TG a choice, slow down to 10 - 15 knots, and keep the fleet close.
Or stick at 30 knots and sit becalmed after a day because you have out run your fleet and are out of fuel.


It would also give us a lightly armed naval target. More ships to sink for everyone.
From planes, bombers to shore guns and PT boats.

Our current TG runs at MAX speed like it is cruise.

Slow the fleet down, give it a "Limited" time "Dash" speed burst of not over 15 min per hour.
Rest of the time the fleet would be at 15 knots or less.

Offline NHawk

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Re: Task Group Control
« Reply #3 on: November 19, 2008, 09:17:10 AM »
What people tend to forget is that the guns have a range of over 30k. So most of what needs to be hit can be hit from a distance.

The only reson to bring the CV close to shore is for the final blow.
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Offline Puck

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Re: Task Group Control
« Reply #4 on: November 19, 2008, 09:25:54 AM »
What people tend to forget is that the guns have a range of over 30k. So most of what needs to be hit can be hit from a distance.

The only reson to bring the CV close to shore is for the final blow.

Final blow to the CV or the shore?

Gotta disagree, Ghosth.  CVs go fast for flight ops and in AH flight ops never stop, so the CVs have to be nuclear powered.  This is (yet another) case where realism and playability are mutually exclusive.  More ships?  You bet!  Support fleets, invasion fleets, BB centered bombardment fleets (that get up close and personal), change the tools so CVs can't get closer than 25 miles to an enemy airfield...lots of possibilities.
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Offline Denholm

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Re: Task Group Control
« Reply #5 on: November 19, 2008, 09:54:25 AM »
I can see it now.



Anyways, yes, I would enjoy more player-control. Perhaps even implement what some others have been suggesting. For example, if you take control of a Task-Group, you are stuck in the bridge of the CV and can't fly until you release control. Perhaps to entice people to stay in the bridge you can add player-abilities to the CV by allowing the player to steer and control the throttle of the task-group with the use of their joystick/mouse from the bridge. This would make it more fun, and at the same time allows for more, "evasive" maneuvers.
« Last Edit: November 19, 2008, 09:57:09 AM by Denholm »
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