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Skibear
Lieutenant
Posts: 137
Joined: Fri Jan 11, 2008 4:09 pm
Location: Prague, CZ

Sea mines & torpedoes

Sun Mar 16, 2014 12:15 pm

Did a search and I while there has been some mentions then no dedicated thread. Seems like the consensus is they are definately overpowered, folks feel guilty to use them, but in a dirty war then of course its stupid not to. Free to use, there is only a massive upside.

Problems & possible solutions:

1) They are free to use so nobody thinks twice - simple $5k 5WSU cost. Token enough but at least reflects that the ordinance isn't free. If it works I'd still play that card for a 50% chance of a 1NM gain, but a little less guilt. There should be no free lunches.

2) You can deploy them on any water - tool tip says coastal water but they can be used on any stretch of river. This needs fixing to restrict them to the sea, or as below at least restrict them in some way better.

3) You don't even need to own a province next to the target at the moment, you can literally lay them on any river or coastal region you want at anytime - firstly I would favour only coastal, but if rivers were allowed too it should be only allowed next to a friendly harbour with at least 5 or so regiments present. OR a fort. OR, even better for torpedoes only used adjacent to a Naval Engineer or Naval commander. This last one would make a huge difference I think. At least there should be some military or naval presence involved rather than firing anytime & anywhere.

4) As they trigger at the start of day one there is no escape, they are a perfect instant attack weapon - trigger after random number of 5-10 days so only really effective on fleets that are lingering. However this would be more for sea mines. If torpedoes were only adjacent to Naval Engineers/Officers then instant makes sense.

If any or all of these were implemented I really think this would fix the mine/torpedo problem. There is still a decent chance to get a 1NM result and do some damage, but not in the lazy way it is gifted to the user right now.


Next we need a bit of a tweak for those partisan raids... :)
"Stay low, move fast"

khoma
Civilian
Posts: 0
Joined: Sun Mar 16, 2014 7:16 pm

Sun Mar 16, 2014 7:20 pm

The sea mine has been a doldrum in my game

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Mar 17, 2014 11:50 am

Hi,

I understand there are some problems, I particularly dislike that you can drop it even if you don't have an adjacent harbor. This should be fixed... Some of your remarks, I'm not with you here, see:

MustBeTheseTerrains = $Coastal|$Shallow|$lake|$CoastalWatersTropical
Effect_RemoveFromFP = 1

As you see, this is restricted to some terrains. Also when played the RGD is removed from FP, so the price (which is low indeed) is not here to balance the effect.The balance is achieved through not being added back to the force pool if used. That's the same principle with many decisions, some are powerful but you only get 1 to 3 per year...
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