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Why doesn't the AI build destroyers?

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  • #46
    Stevan,

    I'm aware TASM is currently dead...but so are the battleships, like two are museums and two are in Class B Inactive Reserve. They're similarly dead as a coffin-nail ("never understood why they always said 'door-nail' - I always felt a coffin nail was more dead" )

    As for the comparison, you'd be surprised. I'm in fact describing a second-generation Spruance 'can, not a Burke.

    But let's go with Harpoon 1C. My point is that the missile strikes above the armour belt, so the battleship's armour becomes completely irrelevant. However non-innovative the missile's flight path is, it still doesn't look anything like a shell's, and even though it's subsonic, Phalanx can't stop more than one or two.

    What's the range of Harpoon 1C? Well, the Navy gives it as >60 nautical miles. I'll go with that. What's the range of the 16"/50's? Barely a third that at about 20 nautical miles. The destroyer does not need to, and will not, get into range. I mentioned the directors simply because the BB's link to its Predator unmanned drone will be cut by the first missile to strike it, disabling all of its radar and radio antennae.

    The AGS is meant for fire support, not ships going gun-to-gun on the high seas again. The time of flight on ERGM is something like 7-9 MINUTES and it's only ever been recorded to have a 61 nautical mile range. Plus, after the first 20 rounds, severe degradation of the barrel occurs, forcing a reduction in fire rate and necessitating a barrel change. These problems have not yet been resolved, they're simply expecting them to be by 2006 or so. Note that ERGM was to have been operational by 2002 but the aforementioned problems with the barrel were not satisfactorily addressed. In modern ship-to-ship combat, forget the guns. It's that simple.

    Battleships aren't really overkill, but it depends on your definition. For one thing, they're painfully inaccurate, with a CEP of about 50 yards, IIRC. Secondly, they can't deliver as much explosive power as a carrier can. I don't recall where I last saw the math, but one carrier and its airwing on average deliver ten times the weight of fire in the same time. Carriers certainly aren't the new capital ship because they're cheap alternatives to battleships! (Compare the cost of a new CVN to $100 million to run one battleship for five years)

    TrailerParkJawa,

    Oliver Hazard Perry class frigates have designed modularity and compartmentalization. They deal with damage in a different way than battleships. It also didn't hurt that the men of the Stark performed some excellent damage control.

    Venger,

    You dont need to take out an Iowa class. Remove the radar and radio antennae and you win, since it can't fire its own missiles, talk to its Predator to fire its own missiles, or do anything other than flail its guns in the air. And yes, given enough missiles you WILL take out an Iowa class, simply because they'll strike all around the armour belt, they won't conform to the deflection standards built into the armour (intended to deflect shells) and they'll generally wreak havoc on all the parts of the BB that aren't guarded by a foot of steel, which just happens to be a large part of the superstructure.

    Karhgath,

    I think that if, in Civ style, we limit ourselves to major combatants, it doesn't need to get too crazy. Destroyer, Cruiser, Battleship, Carrier, Submarine to form the WWII group. Assuming that the Ironclad, which is the only unit we can use before as a comparison, remains 4.4.4 (4).1.2 and 80 shields....
    DD ~ 8.8.8 (8).1.2 90 (assuming some sort of Gearing/Sumner type thing...6x5"/38)
    CA ~ 14.14.8 (12).1.3 120(Baltimore approximation...9x8"/55)
    BB ~ 42.42.8 (24).2.4 280 (Iowa approximation 9x16"/50)
    CV ~ 8.8.8 (8).1.2 carry4 200 (Essex approx....12x5"/38)
    SS ~ 14.8.5 100 (something Barbel and Tang like)
    Advances to gain these ships would probably be Refining, Combustion, Mass Production, Flight, Combustion.

    The reason why surface ship AD has to be the same is because it really doesn't matter in naval battle who's attacking who first - you see each other from miles out of range and both have a pretty good idea of what to do.

    Modern Age then would be composed of Missile Destroyer, Missile (AEGIS) Cruiser, Supercarrier, Nuclear Fast-Attack Submarine.
    DDG ~ 64.64.8 (4).1.2 200 (Using as the base the Spruance 'can)
    CG ~ 70.70.8 (4).1.2 220 (Ticonderoga base)
    CVN ~ 0.6.8 carry12 240 (Nimitz)
    SSN ~ 72.24.8 200 (688I or Seawolf)

    Advances necessary here, for balance purposes, would be Space Flight (the modern DDG doesn't actually show up before 1969), Robotics, Robotics, and Smart Weapons.

    Then again, I'm weighing in extremely heavily on the realism side here, and against the game balance side. While the 64.64.8 DDG will thrash the 8.8.8 WWII DD as it should (the WWII DD having no antimissile defence and no missiles) the game implications of a nine or so tech advantage translating into a unit with that much power could be...overwhelming. So don't take this seriously.

    I think the major points that really break the possibility of a "good" naval system is that the Defence value must be the same against air, sea, or submarine. That, and that ships can bombard other ships, which is somewhat odd...but livable if the bombard value didn't have to count for both sea and ground.

    Just as matters of minor note: AEGIS cruisers are actually not bigger or significantly more heavily armed than destroyers. In fact, the Spruance destroyer and the Ticonderoga AEGIS cruiser are built off the same base, and effectively differ only in the number of SAMs they carry (and the presence of the AEGIS computer/SPY radar, but newer missile destroyers i.e. the Japanese Kongo and American Burke classes make up that deficiency somewhat). An amusing note is that the Destroyer unit, since it looks like a Spruance, looks very similar to an AEGIS cruiser (Ticonderoga) while the AEGIS cruiser unit itself depicts a Burke (a destroyer). Anyway, the CG's greater number of SAMs gives it a slight edge in combat, but not that much of one.

    -Sev

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    • #47
      I know bombard shouldn't be used for that, but I'm in a game and currently trying it out... and you are right, it just doesnt work =) The AI never use bombard on units, or rarely, so thet just use subs and all to bombard coast... bad idea, sorry =) Submarines should be able to attack first without the ship firing back at it if they can't see it, then the combat goes on as normal. That's wht I tried to use th Bombard as a kind of torpedo launcher or something.

      As for the carrier, well, I read somewhere WW2 era carriers had around 55-65 crafts(both fighters and bombers), so I averaged to 60 and divided by 10(10 units per squad... which I have no idea if it's realistic, hehe). The prob is there is no distinction between fighters and bombers on a carrier. Oh well. Modern day super carrier have about 75-85 aircrafts, and I used the same thing as above. Proportionally, it should be about right. However, remember that, right now, puting fighters on carriers is just useless, you only have to put bombers. However, when air superiority will be fixed, putting a couple of fighter on the carrier to protect it from air raid will be very useful, so that's why I upped the value a little. If you really want, we could make it 3/4 respectively, but I don't think it's enough.

      Too high. If a PT boat were to actually be attacked, it'd likely get it's ass spanked. I'd keep it 3 - it is very, very vulnerable to any enemy fire, even a .50 cal will rip up your average PT boat.

      Come on, don't be stingy, give it 9 - it's a fast attack boat after all...

      NOOO!!!! No bombardment. I don't need a PT boat destroying my irrigation and mines on my coast...
      Ok, the prob is against frigate and all, so it will probably be some play testing here for Defense. As for he speed, 9 would be about 45-50 knots. I have no idea of the speed of PT Boats, so enlighten me here =) And yes, I will remove bombardment, I wanted to portray torpedoes run with that, but like i said above, it was a stupid idea =)

      Thanks for the supercarrier... I knew it was the name, probably just forgot about it, lol. As for the missile destroyer, it's the modern destroyer, with a better bombard(missiles) and a little more defense(improves anti-missiles defenses).

      Well, the destroyer is 8/8/6. So yes, it has the same attack and defense actually, the 6 is the move attribute =)

      I know AEGIS is not that different from a standard cruiser/missile destroyer without x2 vs Air... There should be values such as torpedoes, missiles, anti-missile, anti-aircraft, etc., but there is none, so I guess it's back where we were =)


      Sevorak:
      Thnaks for the info =) You are right, the AEGIS(Ticonderoga) is not that bigger than a Sprudance, about 4 feet, lol. A little smaller displacement too. So really, without a x2 vs Air, it's kinda a destroyer, totally useless. Maybe making it able to carry tac missiles and cruiser missiles?

      And damn, those numbers are big =) I agree they could substancially be bigger, and than modern tech is a lot better than older tech which is now mostly obselete and useless, but still... maybe not THAT high =) And, if we look at the Civ3 combat system, I'm not sure putting these numbers so high will REALLY change the 'lucky' outcomes. We'll have to playtest that.

      One last thing. 12 carry for a supercarrier and only 4 for a WWI Essex carrier? Supercarriers carry about 85, so 85/12 ~= 7. 7x4 = 28 aircraft. I dunno how much the essex could carry, but it seems low. Again, there is no difference between the size of a fighter and the size of a bomber in Civ3.
      Last edited by Karhgath; November 24, 2001, 11:57.
      -Karhgath

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