saintsup wrote:IMHO, the problem in your suggestion is 'which port ?' (last port, most proximate port). What if the port is taken by the ennemy during the return trip ? etc ...
Could be interesting to have a message in the log though ...
Rafiki wrote:How many ships in a fleet should be out of supply for the entire fleet to return to port?
pasternakski wrote:Well. I have to tell you that I dislike this idea. I don't see deciding which naval forces stay on station and where as micromanagement.
When it comes to the naval system (particularly the blockade system), I think it needs more structure and demands, not less. When any naval unit sets to sea, it should have to be assigned to a recognizable command (under a recognizable commander present either within the unit itself or already in charge of the operational area to which the unit is proceeding). As "commander of that commander," you, the player, should have to decide what the force will consist of and how many vessels can be detached for refit, resupply and repair - and where they're going for it. Naval units assigned to a particular mission in a particular place should be incorporated into one "force" under a single commander. If there is no such commander, penalties ought to apply.
Of course, I also enjoy complexity and have no use for printed manuals, so, you know ...
Black Cat wrote:the Devs need to look at ways to reduce the processing requirements, and not add "features" that will need more horsepower, and more mouse clicking to play the large scenarios since for even a old time hard core gamer it at the limits in both those areas.
Thanks
pasternakski wrote:My god, it's great to see some criticism leveled at post-Baby Boomer generations for a change.
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