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View Full Version : Suggestion for Task Force Sailing Orders



Bullethead
11 Aug 06, 01:36
In keeping with the "player as admiral" mentality of this game, I think it would be not only very appropriate, but also quite helpful, if the players could do like real admirals when giving orders to task forces. Specifically, I'd like the ability to give a task force an order to be in its objective location doing its main mission at a specific time on a specific day. That's what real admirals do, after all :).

Suppose I want to send minelayers out so they arrive at their objective at night, with enough darkness left when they get there to do the job and leave before sunup. And suppose I want a supporting force in the adjacent square to the mine objective, to sit there while the mining is in progress and then escort the minelayers home. At present, there is no effective way to do this. I can't find any way to tell WHEN ships will be in a given location along their path until AFTER I give them orders, and I see what the trip duration will be. Then I have to look at the current time and guesstimate when they'll be on the objective. This is VERY inconvenient.

So in the above example, let's say I give my minelayers orders to go to the Elliott Islands. As soon as I click on the objective for the mining, I'd like a box to pop up asking for the date and time I want them there. When I enter that, the game figures out when the ships will leave port. Likewise for the supporting force, which will patrol nearby. I want a popup to ask me when I want them to be on station, and when I want them to leave, and the game would decide when they'd sail to be on time.

For other types of missions, it would be nice to be able to specify departure and return dates and times instead of objective times. Such as, I might want some commerce raiders to slip out of port at night to avoid the blockade, go sweep the seas, head home, and then make the final dash into port at night to again avoid blockade.

Anyway, I think this would be a much more useful system, and also more realistic, than what we have now.

Mowers
11 Aug 06, 03:37
God this would be useful.

Bender2k
11 Aug 06, 04:21
This is one of the best ideas ever stated... Good work Bullethead!

Dogbert
11 Aug 06, 05:44
I agree, very good. Also, maybe a toggle to have them either continue or break off the mission if they cannot make the target time. For instance, you might not want your minelayers or destroyers to sortie if something happens so that they can't complete their mission before dawn.

mbv
11 Aug 06, 05:56
What a brilliantly simple idea that would transform control of the ships from the current 'wait and hope' scenario. I wonder how easy it would be to program into the game - any comment Norm or Jim ??

drwho
11 Aug 06, 07:38
Or just simply clone it from WITP: mine only at night and set TF orders accordingly.

Dogbert
11 Aug 06, 07:47
Please... don't copy the interface from WITP... with modern computers(ie post 1980 :p ) it should be possible to actually have orders that do what you expect them to, instead of an arcane system where the exact same order does completely different things depending on the TF type and what ships are in it. I never understood why they didn't at least dynamically change the text on the order buttons to reflect the real purpose of the mission for the given TF.

saddletank
11 Aug 06, 08:56
A brilliant idea Bullethead and a feature that as Russians I am sorely missing as I try and work out how to get my squadrons to sail through the choke points on the map during darkness.