Author Topic: submarines solution  (Read 1461 times)

Offline lulu

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submarines solution
« on: March 13, 2011, 05:50:26 AM »
1.

Perk submariners  - less then b29; about 200 or 250.

2.

If a player jump into a submariner, put it around a cv as indicated by that player.


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Offline DERK13

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Re: submarines solution
« Reply #1 on: March 13, 2011, 09:49:37 AM »
no,just no

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Offline Tull

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Re: submarines solution
« Reply #2 on: March 13, 2011, 01:27:52 PM »
Gents,

   In World War II, submarines were only rarely targeted against capitol ships.  Combat Task Forces were just to dangerous a target for a submarine to tackle.  The large part of submarine operations were in logistics, anti-logistics, reconnaissance and other operations.  These operations do not fit into the focus of AHII.  On top of this point, AHII has no model built in the simulation for Antisubmarine warfare.  Therefore there is currently no place for submarines in AHII.   :headscratch:

Tull

Offline gyrene81

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Re: submarines solution
« Reply #3 on: March 13, 2011, 02:20:51 PM »
here lulu...ya want submarines...pick one

http://www.listal.com/pc/submarine
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Offline M0nkey_Man

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Re: submarines solution
« Reply #4 on: March 13, 2011, 03:28:46 PM »
here lulu...ya want submarines...pick one

http://www.listal.com/pc/submarine
lol i have like half of those games
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Offline Rino

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Re: submarines solution
« Reply #5 on: March 13, 2011, 03:47:38 PM »
Gents,

   In World War II, submarines were only rarely targeted against capitol ships.  Combat Task Forces were just to dangerous a target for a submarine to tackle.  The large part of submarine operations were in logistics, anti-logistics, reconnaissance and other operations.  These operations do not fit into the focus of AHII.  On top of this point, AHII has no model built in the simulation for Antisubmarine warfare.  Therefore there is currently no place for submarines in AHII.   :headscratch:

Tull

     The US subs did pretty well against cruisers and even some carriers.  Of course most of their value was reporting
positions and courses to other naval assets.  Think the Taiho was the major success of the US submarine force.
It was sunk on 19 June 1944 during the Battle of the Philippine Sea after suffering a single torpedo hit from the American submarine USS Albacore. <from Wiki>

     She was a rather large and supposedly well protected fleet carrier.
« Last Edit: March 13, 2011, 03:50:14 PM by Rino »
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Offline Beefcake

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Re: submarines solution
« Reply #6 on: March 13, 2011, 04:00:15 PM »
This topic always amazes me. In Aces High people don't like flying more than 2 minutes to get to a fight yet some people think they'll enjoy commanding a sub that will take HOURS or DAYS to get into position to attack anything.
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Offline fullmetalbullet

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Re: submarines solution
« Reply #7 on: March 13, 2011, 05:24:10 PM »
First off like i said before. we need Merchant fleets that carry supplys for fields. if they come out of the strats, then you could do what the german U-Boat force did and wait in ambush close to, or half way out and sit and wait for the supply ships to come in. this would put more emphasis on escort ships that have sonars and depth charges. and would give a reason for the PBY Catalina to be added. maybe the FW200 aswell, but first off we need WATER. not the blue painted ground that only ships PT boats, and torpedo's can go through. and i ould much rather see the Battle ships added before the subs. not only that they would have to code in depth charges and sonar's.
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Offline Chilli

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Re: submarines solution
« Reply #8 on: March 15, 2011, 02:02:15 PM »
Gents,

   In World War II, submarines were only rarely targeted against capitol ships.  Combat Task Forces were just to dangerous a target for a submarine to tackle.  The large part of submarine operations were in logistics, anti-logistics, reconnaissance and other operations.  These operations do not fit into the focus of AHII.  On top of this point, AHII has no model built in the simulation for Antisubmarine warfare.  Therefore there is currently no place for submarines in AHII.   :headscratch:

Tull

Reconnaissance  :aok  Where were you during the huge discussion over players being squelched by none other than HiTech himself for switching sides to reveal hidden ships.  I say this operation fits extremely well in the focus of AHII. 

Offline comet61

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Re: submarines solution
« Reply #9 on: March 15, 2011, 03:33:05 PM »
I agree with most...subs in AHII just doesn't belong or they would call it Aces Low :eek:

If you want subs in real time then I would suggest Silent Hunter III or IV. With all the add-ons to that game, it beats AHII hands down as far as sub warefare is concerned. I play SHIII all the time to cut the monotony of AHII. If I want to fly...then I comeback to AH. No...subs in AHII just don't belong.  :rolleyes:
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Offline Vudu15

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Re: submarines solution
« Reply #10 on: March 15, 2011, 03:47:18 PM »
another sub that hit a cv was the U.S.S Archerfish who sank the carrier "Shinano" on its maiden voyage from the Yokosuka Navel yard near Tokyo, although that was a lot of luck and some great seamanship. Hitech already said he would like to put subs in the game, just a matter of time as I see it. But NO to the two starting ideas.
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Offline AAJagerX

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Re: submarines solution
« Reply #11 on: March 15, 2011, 04:13:38 PM »
Here's a possibility...  When your cv group is in range (horizon distance) of an enemy task group a sub would appear in the friendly task group.  At that point, the sub would become useable.  That would solve the tedious work of hunting with one, and it'd also give an indicator that the friendly group is getting close to a not so friendly group.  

One thing to remember, the enemy group has a sub at that point as well, promoting sub vs sub combat.  If the cv is killed, or moves beyond a certain range of the enemy task group, the sub would warn the players driving the sub that the sub is going back to running quiet (de-spawning) and would disappear from the group as a manable ship.  

EDIT:  This would also solve the "why are there 30 subs running around doing nothing" problem that would happen if individual users can up a sub at any time.
« Last Edit: March 15, 2011, 04:17:26 PM by AAJagerX »
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Offline Raphael

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Re: submarines solution
« Reply #12 on: March 15, 2011, 06:05:55 PM »
in order to make submarines in AH a whole under water enviroment would have to be built. also it would be a really over powered thing for a player. like if some player could take controll of one of the CV ships. I mean.. imagine ONE player underthe water firing torpedoes....
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Offline Raphael

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Re: submarines solution
« Reply #13 on: March 15, 2011, 06:06:55 PM »
Bug on website....
« Last Edit: March 15, 2011, 06:55:36 PM by Raphael »
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Offline Raphael

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Re: submarines solution
« Reply #14 on: March 15, 2011, 06:07:40 PM »
Bug
« Last Edit: March 15, 2011, 06:55:45 PM by Raphael »
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