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  • #16
    Re: Re: Re: exemplary

    Originally posted by Zachriel


    BRITANNICA: The name derived from 'galley,' which had come to be synonymous with “war vessel” and whose characteristic beaked prow the new ship retained.

    If you mean a refitted merchant vessal, that would be John Paul Jones beating a British Frigate. Grappled it he did.
    No I'm thinking of a military version of the Caravel. Something with firepower, but no transport capacity. I'm sure there must have been a ship like that then, but I don't know of any examples off hand.

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    • #17
      Re: Re: Re: Re: exemplary

      Originally posted by Willem


      No I'm thinking of a military version of the Caravel. Something with firepower, but no transport capacity. I'm sure there must have been a ship like that then, but I don't know of any examples off hand.
      I'll take another stab at it
      The Turkish Man-of-War was called a caravel.
      ?

      Car"a*vel (?), n. [F. caravelle (cf. It. caravella, Sp. carabela), fr. Sp. caraba a kind of vessel, fr. L. carabus a kind of light boat, fr. Gr. a kind of light ship, NGr. ship, vessel.] [written also caravel and caravelle.] (Naut.) A name given to several kinds of vessels. (a) The caravel of the 16th century was a small vessel with broad bows, high, narrow poop, four masts, and lateen sails. Columbus commanded three caravels on his great voyage. (b) A Portuguese vessel of 100 or 150 tons burden. (c) A small fishing boat used on the French coast. (d) A Turkish man-of-war.

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      • #18
        Re: Re: Re: Re: Re: exemplary

        Originally posted by Zachriel


        I'll take another stab at it
        The Turkish Man-of-War was called a caravel.
        ?

        Car"a*vel (?), n. [F. caravelle (cf. It. caravella, Sp. carabela), fr. Sp. caraba a kind of vessel, fr. L. carabus a kind of light boat, fr. Gr. a kind of light ship, NGr. ship, vessel.] [written also caravel and caravelle.] (Naut.) A name given to several kinds of vessels. (a) The caravel of the 16th century was a small vessel with broad bows, high, narrow poop, four masts, and lateen sails. Columbus commanded three caravels on his great voyage. (b) A Portuguese vessel of 100 or 150 tons burden. (c) A small fishing boat used on the French coast. (d) A Turkish man-of-war.
        I don't have my game up but isn't there UU named Man-of War? I want something in the same time period as the Caravel, but I don't know the ships of that era very well. Maybe there wasn't one, who knows. Thanks for the effort though.

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        • #19
          If only privateers could capture other ships...
          Every positive value has it's price in negative terms - the genius of Einstein leads to Hiroshima.
          ---Pablo Picasso.

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          • #20
            Artillery and cannons should be able to sink ships, not just damage them!
            "I say shoot'em all and let God sort it out in the end!

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            • #21
              Originally posted by Dr Strangelove
              Artillery and cannons should be able to sink ships, not just damage them!
              Not a chance! Artillery and cannons are way to inaccurate. The odds of them hitting a ship often enough, or in just the right spot, are so extreme that they're virtually non-existant. I'd be surprised if artillery were even able hit a ship more than once every ten or so rounds. They're mainly useful for fixed targets or locations, not something that's moving around like a ship.

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              • #22
                I think that the desire for an ASW field is indicative of this series of games inability to account for any kind of combat other than that which ocurrs on land.

                Hit points, Armour, stealth, indecisive battle, anti-air, anti-missile, anti-sub, anti-ship abilities should also be considered. But not at the cost of gameplay or enjoyability.

                It has long annoyed me how easy it is to sink subs without having anti-sub abilities. Subs can only be sunk by depth charge or torpedo (or navigational error). Subs should also be able to share the same square as an opponents units and therefore only be seen by anti-sub units.

                Aircraft should be able to see War World II era subs (that is how the battle of the Atlantic was won). But perhaps not later eras.

                Ships should be sunk by Bombardment (aircraft, ship and artillery) in the later industrial age and modern age.

                In conclusion, many things can be changed to ship combat to make it more realistic - but I still want it to be fun...

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                • #23
                  I think it would be cool if we could lay anti-ship mines. Each mine when struck would do 1 damage to the ship that hits it. Mines would damage any ship that hits them, even if they were friendly. There would be minelayers and minesweepers.

                  Since that's not likely to be implemented, here's what I want to see instead:

                  * Aircraft able to sink ships.
                  * Air superiority working from aircraft carriers, so a fleet can be protected. Such protection would work more reliably than land protection because of better visibility over ocean, but would only protect against airstrikes against the fleet.
                  * Battleships and destroyers exerting a zone of control against enemy aircraft from Anti-aircraft (AA) weapons. Perhaps destroyers could be more effective?
                  * AA weaponry for ships becomes available with the same advance that makes SAM weapons available for cities.

                  I don't actually remember if airbases can be built as terrain improvements in CIV3, but if they're not already there they should be added. Aircraft would be able to rebase to an airbase as well as a city. Airbases would need to be defended with ground troops otherwise an enemy would march in with a tank and obliterate everything.
                  None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

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                  • #24
                    The whole navy things needs to be updated. The units, ai power and more. The naval asspect of the game was servealy ignored
                    I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.

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                    • #25
                      Maybe they thought the spec sheet said navel combat.
                      "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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                      • #26
                        Originally posted by star mouse
                        I think it would be cool if we could lay anti-ship mines. Each mine when struck would do 1 damage to the ship that hits it. Mines would damage any ship that hits them, even if they were friendly. There would be minelayers and minesweepers.
                        It should be possible to create your own using the tools that are available. Create an immobile sea unit that can paradrop, a copy of a Cruise Missile should do nicely. Give it a Bombard strength high enough to do the damage you want. Then set the bombard range to 0, so if a ship tries to enter the square with it, it will have a "free shot". Making it colourless would be a nice touch as well, and would probably give an incentive for a foreign ship to attack it.

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                        • #27
                          well, I thought japan's UU was a little dumb, so I edited my game and gave them Yamoto Battleship. Basicly the same as the regular battleship only with an extra bombardment range and an extra movement point. It works out nicely
                          I drink to one other, and may that other be he, to drink to another, and may that other be me!

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                          • #28
                            By "see" subs I mean to be able to attack them in your own turn. ASW surface ships have effectively zero capability to hunt subs, and never did. They only get a shot at subs when subs attack their convoy/task force. Even in WWII, a destroyer can be seen by a sub before the destroyer can see the sub, so the sub dives & gets away, so they didn't really get subs to any significant degree except when defending a target the subs were coming after. In Civ this would be best modelled by having them unable to "see" subs but have a defensive capability if a sub attacks their stack.

                            ASW patrol aircraft were effective at hunting WWII subs because they could spot them on the surface (where they spent most of their time) and could pounce on them before the sub could dive. From personal experience, I can tell you they are not very effective against modern nuke boats. If this can be modelled that way, using specialized ASW aircraft that are not much good for anything else, then I'm fine with it. However, giving aircraft no ASW capability is less of a distortion than letting any old aircraft unit attack subs.

                            Using bombardment to reflect submarine torpedo attacks is to reflect that the target can't shoot back. Naval gun fire might be mutual bombardment, but in effect it is simultaneous exchange of direct fire. They both get hurt - and normal Civ combat models that fine. With subs, the sub tries to sneak past the escorts. If it gets caught, it gets shot at with little ability to reply (especially in WWII). If it gets by the escorts, it gets to shoot at the target and can't get hurt by the target. After the sub attacks, regardless of what happens to its target, it has to escape the now-alerted escorts. If it fails to, it gets shot at with little ability to reply. This is the dynamic my proposal is intended to model.

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                            • #29
                              Originally posted by Barnacle Bill
                              ASW patrol aircraft were effective at hunting WWII subs because they could spot them on the surface (where they spent most of their time) and could pounce on them before the sub could dive. From personal experience, I can tell you they are not very effective against modern nuke boats. If this can be modelled that way, using specialized ASW aircraft that are not much good for anything else, then I'm fine with it. However, giving aircraft no ASW capability is less of a distortion than letting any old aircraft unit attack subs.
                              There is a flag in the Editor that can give any unit the ability to see subs. You could probably add the ability to some plane you're using for Recon, or create a new one, if you wished. I suppose with nuclear subs, you could add the stealth flag as well. I'm not sure how that well that would work though.

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                              • #30
                                I personally find the navy useless. I only build ships defensively, because offensively is a waste of time and resources.
                                "I predict your ignore will rival Ben's" - Ecofarm
                                ^ The Poly equivalent of:
                                "I hope you can see this 'cause I'm [flipping you off] as hard as I can" - Ignignokt the Mooninite

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