Author Topic: New Strategic target  (Read 2589 times)

Offline Lone82

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New Strategic target
« on: August 19, 2013, 02:39:22 PM »
A Steel Mill.

1: Damage would affect the downtime's of FH's, VH,s, BH's & CV's.
2: Not easily taken down.  Say each building at Steel Mill Strat has the same Hardness of FH's, VH,s & BH's.
3: Affected downtime of FH's, VH,s, BH's & CV's much lower than objects currently affected by other Strategic targets. Perhaps 1/4.
4: Reduction in Steel Mill Strat's downtime by resupply same as other Strategic Targets.



« Last Edit: August 19, 2013, 02:44:13 PM by Lone82 »
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Offline SmokinLoon

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Re: New Strategic target
« Reply #1 on: August 19, 2013, 02:52:44 PM »
I applaud the effort to add more more strategic targets without hesitation, however adding such a "mirco" specific target makes less sense at this point vs something in a larger more "macro" sense such as a rail yard, ship yard, aircraft factory, tank factory, etc.  In the future if HTC wants to get more precise in the how and what categories, they could add oil fields, steel mills, grain fields, iron/copper mines, and any other strategic source of material.

Good wish, just direct it to a more useful and pragmatic item.   :aok   
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Offline Saxman

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Re: New Strategic target
« Reply #2 on: August 19, 2013, 03:18:37 PM »
Rail yards and supply depots that stop trains and convoys from spawning would be a nice touch.
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Offline Lone82

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Re: New Strategic target
« Reply #3 on: August 20, 2013, 02:32:23 PM »
Rail yards and supply depots that stop trains and convoys from spawning would be a nice touch.

+1
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Offline jeffdn

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Re: New Strategic target
« Reply #4 on: August 20, 2013, 03:24:57 PM »
What about a shipyard object, that adds a delay to the CV respawn time?

Offline Lone82

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Re: New Strategic target
« Reply #5 on: August 20, 2013, 03:48:22 PM »
What about a shipyard object, that adds a delay to the CV respawn time?

That's the reason I suggested a Steel Mill. Lack of steel would affect the rebuilding times of all structures including ships.
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Offline SmokinLoon

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Re: New Strategic target
« Reply #6 on: August 20, 2013, 03:57:11 PM »
That's the reason I suggested a Steel Mill. Lack of steel would affect the rebuilding times of all structures including ships.

Of course you did.   ;) 

I could see rail yards and ship yards adding another few minutes to convoys, trains, and barges either via slowing their pace or delaying their re-spawn.  Also perhaps increase the default repair time of hangers by a few mins, too.   
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Offline Babalonian

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Re: New Strategic target
« Reply #7 on: August 20, 2013, 04:15:04 PM »
The devil is in the details, and your details I can squable over for a while....  BUT!...

First and foremost, your diea for a Steel Mill strat (despite the details of how it will work and what it will impact and to what extent...) is brilliant!  Never heard it before here and I think it fits the current theme of things like a glove.

A steel mill and rail yard can probabley get plugged into the strats north and south of the city pretty nicely, but what purpose can they have that won't radicly disrupt gameplay many miles away on the fronts but still impact it?...  Being able to knock a hangar out from more than 15-minutes can be pretty brutal...
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Offline MrKrabs

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Re: New Strategic target
« Reply #8 on: August 20, 2013, 07:23:25 PM »
Question is, what would the maximum time cap for hangers/ships be? 30 minutes? 60 minutes?

Either way +50
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Offline Tinkles

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Re: New Strategic target
« Reply #9 on: August 20, 2013, 08:25:55 PM »
Question is, what would the maximum time cap for hangers/ships be? 30 minutes? 60 minutes?

Either way +50

I think the 30 minutes is reasonable (what the hangers used to be). 60 minutes is.. well high, imo.  Unless HTC adds something to balance it. But I think 30 minutes is a fair 'time cap'.

Tinkles

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Offline Lone82

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Re: New Strategic target
« Reply #10 on: August 20, 2013, 08:30:14 PM »
I could see rail yards and ship yards adding another few minutes to convoys, trains, and barges either via slowing their pace or delaying their re-spawn.  Also perhaps increase the default repair time of hangers by a few mins, too.   

Steel Mills of the Era (and still today) have huge Railyards and Ports. Perhaps the Strat Structure could be a combination of Mill & Railway. Unfortunately our starts aren't always on the waters edge so incorporating a Port with the Mill may not be possible
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Offline guncrasher

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Re: New Strategic target
« Reply #11 on: August 20, 2013, 08:46:35 PM »
That's the reason I suggested a Steel Mill. Lack of steel would affect the rebuilding times of all structures including ships.

a steel mill is useless without a rail yard next to it.  I know I work in one.



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Offline No9Squadron

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Re: New Strategic target
« Reply #12 on: August 21, 2013, 01:41:07 PM »
Steel Mill/Railyard as a target and slightly more difficult target, I like it, good idea.

Just add the merchant ships and cargos that sup these factories on maps as well :P

Offline Lone82

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Re: New Strategic target
« Reply #13 on: August 22, 2013, 08:51:21 AM »
Just add the merchant ships and cargos that sup these factories on maps as well :P

Would be nice to have a Port attached to the Mill (3 Stategic targets in 1) but that would involve modifiing the map to have a Waterway channel from the sea to the Strats default & Rear locations and I highly doubt HTC is going to do that
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Offline Sabre

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Re: New Strategic target
« Reply #14 on: August 22, 2013, 10:48:52 AM »
What about a shipyard object, that adds a delay to the CV respawn time?

My vote for the next strat target to add would be rail yards.  However, I like the idea of something to control CV re-spawn.  My I offer a suggestion? How about a new tactical target at ports, i.e. a dry-dock.  There has been much speculation about what might have happened if the IJN had proceeded with their planned third strike during the Pearl Harbor raid, which had as one of it's primary targets the dry docks (as well as sub-repair facilities and other logistics support targets).  Because the dry docks were spared, most of the damaged ships (including, as I recall, six out of eight battleships damaged) were able to return to service within a year or less.  Otherwise, most of the heavily damaged ships would have had to be towed to California (some where probably too damaged to make the trip) for repair.  Add a dry-dock to the ports that, if destroyed, would have to be repaired first (15 minutes, perhaps) before the CV timer respawn count could begin.
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