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CP Light/Scouting Cruisers

Posted: Tue Dec 02, 2014 10:31 am
by Kensai
Perhaps it was a design decision, perhaps it was simply oversight.

I notice that the CP has two kinds of light cruisers, both with the same icon, apparently. However there is an important difference between the two. The first batch (the one you mostly start with as independent units) do NOT consume cohesion. This is a very important difference as the only limitation for their operations is supplies (if you have that consumption ON). The second batch, the ones you have in your main fleets and you construct yourself are normal 4-ship cruiser squadrons that behave as expected.

I noticed this difference when I put one of my beaten raiding cruisers for repairs and the F2 screen showed that THAT kind of cruisers were in -4 in the Force Pool. I think there should be a distinction in these two units. The first one should be kept 1, max 2, elements and the aforementioned cohesionless behavior to abstract the raiding autonomous cruisers, and the second one the normal "tactical" cruiser squadrons.

Perhaps we need to make some balancing force pool adjustments, as well as unit-type improvements. My suggestion is to decrease the force pool for tactical cruisers and increase that raiding cruisers so when the CP loses some, at least he can recruit some more (and given they will be 1-2 elements only, they should be constructed rather quickly).

Posted: Tue Dec 02, 2014 1:11 pm
by ajarnlance
Kensai wrote:Perhaps it was a design decision, perhaps it was simply oversight.

I notice that the CP has two kinds of light cruisers, both with the same icon, apparently. However there is an important difference between the two. The first batch (the one you mostly start with as independent units) do NOT consume cohesion. This is a very important difference as the only limitation for their operations is supplies (if you have that consumption ON). The second batch, the ones you have in your main fleets and you construct yourself are normal 4-ship cruiser squadrons that behave as expected.

I noticed this difference when I put one of my beaten raiding cruisers for repairs and the F2 screen showed that THAT kind of cruisers were in -4 in the Force Pool. I think there should be a distinction in these two units. The first one should be kept 1, max 2, elements and the aforementioned cohesionless behavior to abstract the raiding autonomous cruisers, and the second one the normal "tactical" cruiser squadrons.

Perhaps we need to make some balancing force pool adjustments, as well as unit-type improvements. My suggestion is to decrease the force pool for tactical cruisers and increase that raiding cruisers so when the CP loses some, at least he can recruit some more (and given they will be 1-2 elements only, they should be constructed rather quickly).


I wonder if this is also true for u-boats. The CP start with one 2-element u-boat unit that is more stealthy than the 4-element ones.

Posted: Tue Dec 02, 2014 3:18 pm
by Kensai
U-Boats is a little tricky. First, the starting one unit with the 2 elements has a different icon, probably a newer model. Second, their true hiding ability shows up only in sea, in port you cannot judge it. Put them to the sea and check again to be certain.

My general impression is that for design regions (long-term operations) certain units lose cohesion very slowly in sea or ever. These include merchant ships and raiders. However, albeit you can build more merchant ships to replenish the losses or boost the trading capacity, you cannot (at least as the CP) recruit more raiding cruisers because their force pool is negative. You cannot even replenish losses unless you lose at least 5-6 units, because it is so negative.

There are two types of light-scouting cruisers for the CP that have probably been mixed up. The CP player would not want to send normal "tactical" cruisers in shipping zones, he will want to send the raiding type.