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 Post subject: Re: Carrier
PostPosted: Nov 06 2010 
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Sergeant

Joined: Jul 11 2008
Posts: 15
Yes, my remark is probably more suited to the previous games in a moder war context, but still. It would clearly enhance the game experience because you could explicitely create squadron cooperation through packages, like you build a package with two flights of Invaders, one flight of f-14s for escort and tadah, you got your CAS. And if AA defense is very thick, only those guys get killed, not the whole damn 500M$ squadrons.


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 Post subject: Re: Carrier
PostPosted: Nov 08 2010 
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Brigadier Gen.

Joined: Mar 09 2009
Posts: 664
Location: CANZUK Intelligence Service
Excuse me, but was't this post about CV aircraft not been being able to do anything, I've posted on how they will! Have them escort your carriers, they will automaticly sink any surface units and get what they can with opposing subs and enemy a/c!!!


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 Post subject: Re: Carrier
PostPosted: Nov 11 2010 
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Okay,upon further thought,the smaller units as per equipment in a unit,as tech of the unit advances,likely wont work unless the combat system changes also.Due to str.

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 Post subject: Re: Carrier
PostPosted: Nov 11 2010 
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General

Joined: Sep 11 2008
Posts: 1788
The problems I see with carriers in SR2020 is

1. The compliment of aircraft that you can load on 1 carrier does not adequately represent the all the capabilities a carrier can perform. You are limited by squadrons as to what you type of aircraft you can put on your carriers. Depending on the type of carriers in play, you need several to alot to perform all the abilities a carrier should be able to perform.

2. The inability to resupply aircraft. Unless your lucky enough to be attacking a region with a Ocean Platform out at sea, you have to manuever your carrier fleet close to the enemy shore lines to be able to resupply your aircraft. Being that close to shore makes your whole fleet easier to be seen and then attacked by the enemy. Which brings us back to number 1, you have to bring in more carriers to provide air cover for your fleet.

They are not the "awe" or "projection of force" that a carrier should be IMO. Players can work around these problems but the AI cant. Probally why we see the AI carriers stay pretty much at home ports in SR2020.

A possible solution to #1 might be to create Carrier Air Wings that represent all the capabilites of Carrier Wing. Each class or type of carrier would have its own wing representing its capabilities. These squadrons would be able to operate on the carriers of thier class and on land (no way around it ). They could be used for anything from airsupply to recon, to ASW to CAS and used in Arracks and Defense. The problem I see with this idea is that these air wings might be to powerful (as a combination of abilities) and may be used as a substitute for everything.


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 Post subject: Re: Carrier
PostPosted: Nov 12 2010 
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Major
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Joined: Jan 02 2010
Posts: 164
Location: Evansville, IN
My biggest problem was is that while carriers could make good cover for your fleet, it was that you could not us them to mount a prolonged air campaign. (ie: Invasion air support, and strike bombing of coastal targets.) I like to use strike aircraft, like F-16s and things of that size, to attack my enemies and support my troops. Mainly cause things like the B-2 are very costly and do not work well for how much they cost. When I launch an invasion, if it is say cross ocean. I have no or very limited air support. Reason why is that even if I have 10 carriers and use them to base aircraft, those aircraft are only good for 1 sortie before being rendered useless. So you can see what problems I would have if I wanted to launch an aircraft strike against china (playing US.) Carriers to not near do what they can in real life. In the game, they are so underpowered that they are damn role-less. Carriers in the world are a source of fear and admiration. When the US sends its carriers anywhere the whole world notices. I remember a few years back, the chinese were firing missiles over Taiwan. The US responded by sending 2 carriers into the area. As soon as they showed up on radar the chinese stopped firing and even offered reprimands for the trouble.

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 Post subject: Re: Carrier
PostPosted: Nov 13 2010 
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General
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ZT Strike wrote:
My biggest problem was is that while carriers could make good cover for your fleet, it was that you could not us them to mount a prolonged air campaign. (ie: Invasion air support, and strike bombing of coastal targets.) I like to use strike aircraft, like F-16s and things of that size, to attack my enemies and support my troops. Mainly cause things like the B-2 are very costly and do not work well for how much they cost. When I launch an invasion, if it is say cross ocean. I have no or very limited air support. Reason why is that even if I have 10 carriers and use them to base aircraft, those aircraft are only good for 1 sortie before being rendered useless. So you can see what problems I would have if I wanted to launch an aircraft strike against china (playing US.) Carriers to not near do what they can in real life. In the game, they are so underpowered that they are damn role-less. Carriers in the world are a source of fear and admiration. When the US sends its carriers anywhere the whole world notices. I remember a few years back, the chinese were firing missiles over Taiwan. The US responded by sending 2 carriers into the area. As soon as they showed up on radar the chinese stopped firing and even offered reprimands for the trouble.


And this really shows that either planes and or carriers ingame both need a lil boost in stats and abilities. Becouse I agree, one or two carriers ingame practicaly mean nothing. When in real life you put two carriers on station and its going to mean somthing.

Of course this all could show the opposite. Maybe infact the game is showing that in real life carrier views are overpowered. when infact they are not nearly as strong and effective as they are made out to be.

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 Post subject: Re: Carrier
PostPosted: Nov 13 2010 
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Joined: Aug 23 2008
Posts: 83
ZT Strike wrote:
My biggest problem was is that while carriers could make good cover for your fleet, it was that you could not us them to mount a prolonged air campaign. (ie: Invasion air support, and strike bombing of coastal targets.) I like to use strike aircraft, like F-16s and things of that size, to attack my enemies and support my troops. Mainly cause things like the B-2 are very costly and do not work well for how much they cost. When I launch an invasion, if it is say cross ocean. I have no or very limited air support. Reason why is that even if I have 10 carriers and use them to base aircraft, those aircraft are only good for 1 sortie before being rendered useless.


I disagree here. In many SR2020 campaigns, if I played as the US I usually had a fleet of carriers I could post off the coast of an enemy and run almost constant "air patrol" missions until I had secured land airbases. In one memorable campaign, I had sent a large amphibious force covered by 5 Nimitz class carriers to invade Egypt. My carriers were using a combination of F18 and F35s, and other than some damage attrition they managed to keep the Egyptians' heads down quite well until my ground forces siezed key targets.

I did the same thing again in another campaign when I invaded mainland China.

In any discussion about modern aircraft carriers, the key point to remember is that they are intended as force projection weapons and have always been vulnerable to anti-ship munitions.

One need only look at the Falklands War in the 80s to see how even the early model Exocet was able to disable the HMS Sheffield, the destroyer HMS Glamorgan and the container ship Atlantic Conveyor. It's arguable whether such weapons would have been equally effective against advanced Cold War US aircraft carriers, but given enough missiles launched, defense overload would be inevitable. Even the Soviet SS-N-2 Styx developed in the '50s presented a serious threat to aircraft carriers. Tech level is less important in this discussion than numbers - the Japanese kamikaze was little more than a low-tech cruise missile, and caused immense damage to enemy ships out of all proportion to their costs.


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 Post subject: Re: Carrier
PostPosted: Nov 16 2010 
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Supreme Ruler
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I think im still of the mind that a re-balance vs ships,better recognition of the carrier as home by its aircraft,and missile supply would do the trick well enough.

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 Post subject: Re: Carrier
PostPosted: Nov 16 2010 
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Major
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Joined: Jan 02 2010
Posts: 164
Location: Evansville, IN
tkobo wrote:
I think im still of the mind that a re-balance vs ships,better recognition of the carrier as home by its aircraft,and missile supply would do the trick well enough.

I agree with this.

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 Post subject: Re: Carrier
PostPosted: Nov 19 2010 
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Brigadier Gen.

Joined: Mar 09 2009
Posts: 664
Location: CANZUK Intelligence Service
mfisher12 wrote:
ZT Strike wrote:
My biggest problem was is that while carriers could make good cover for your fleet, it was that you could not us them to mount a prolonged air campaign. (ie: Invasion air support, and strike bombing of coastal targets.) I like to use strike aircraft, like F-16s and things of that size, to attack my enemies and support my troops. Mainly cause things like the B-2 are very costly and do not work well for how much they cost. When I launch an invasion, if it is say cross ocean. I have no or very limited air support. Reason why is that even if I have 10 carriers and use them to base aircraft, those aircraft are only good for 1 sortie before being rendered useless.


I disagree here. In many SR2020 campaigns, if I played as the US I usually had a fleet of carriers I could post off the coast of an enemy and run almost constant "air patrol" missions until I had secured land airbases. In one memorable campaign, I had sent a large amphibious force covered by 5 Nimitz class carriers to invade Egypt. My carriers were using a combination of F18 and F35s, and other than some damage attrition they managed to keep the Egyptians' heads down quite well until my ground forces siezed key targets.

I did the same thing again in another campaign when I invaded mainland China.

In any discussion about modern aircraft carriers, the key point to remember is that they are intended as force projection weapons and have always been vulnerable to anti-ship munitions.

One need only look at the Falklands War in the 80s to see how even the early model Exocet was able to disable the HMS Sheffield, the destroyer HMS Glamorgan and the container ship Atlantic Conveyor. It's arguable whether such weapons would have been equally effective against advanced Cold War US aircraft carriers, but given enough missiles launched, defense overload would be inevitable. Even the Soviet SS-N-2 Styx developed in the '50s presented a serious threat to aircraft carriers. Tech level is less important in this discussion than numbers - the Japanese kamikaze was little more than a low-tech cruise missile, and caused immense damage to enemy ships out of all proportion to their costs.

Damaged is a nice way of saying they were sunk! Remember the KMS Bismarck, for the most part put out of action by the venerable little stringbags (ie Swordfish) of the RN Fleet Air Arm. The high tech ADA guns couldn't even track these obsolete aircraft, the only thing that was able to damage any of them were Bismarck's 15" guns firing in there general area and using the water spouts to try and hit them.


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 Post subject: Re: Carrier
PostPosted: Nov 19 2010 
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General

Joined: Dec 08 2007
Posts: 1166
Location: Tipton, UK
the bismark's AA couldn't shoot the swordfish down because they were expecting faster planes and were aiming too far ahead!


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 Post subject: Re: Carrier
PostPosted: Nov 19 2010 
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Supreme Ruler
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Posts: 11887
Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
Quote:
better recognition of the carrier as home by its aircraft

On this, would it be possible to make it so,aircraft that land on a carrier,get the "find other field" feature turned off,til they land on a ground field,at which time it gets turned back on ?

Not by unit class,IE hornet etc... BUT by the simple act of a aircraft unit actually landing on a carrier.So a hornet that lands on a carrier will not look for other fields at which it can land,until after its been directed to (by a player) and landed on a ground field ?

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 Post subject: Re: Carrier
PostPosted: Nov 20 2010 
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General

Joined: Sep 29 2008
Posts: 1870
ZT Strike wrote:
My biggest problem was is... I have no or very limited air support. Reason why is that even if I have 10 carriers and use them to base aircraft, those aircraft are only good for 1 sortie before being rendered useless.



I think it may be you need to rethink how you are comprising your carrier battle groups. Carriers are not meant to stand alone and duke it out with anything. They stand out of harms way and send in the air frames to do the dirty work. Problem is the packages are omni capable and this game really lacks in EW/ECM etc. Basically you are just walking into a hornets nest.

Try this, build BB-16 Michigans, CG-90 Potamocs or DDG-1000 Zumwalts. Also DD-310 or DD-116 or DD-112. Each of these ships has a Anti Air capabilty of at least 309 km.

These are the assets you move close to the coast for the initial stages, then use your airwings to bait the enemy into range of these mighty vessels. Do not use the air wings for air superiority intitially. Save that for after you have a land base. Whittle them down, attrit them, then go in for the kill. We all know the AI is dumber than dirt and once an aircraft is damaged will send it to repair. As soon as it is repaired they send it out again. They will not wait for additional forces. You will get 1's and 2's coming at you eventually and these you can handle easily. Soon enough you will be able to move in with F-35C's and commence land attacks. Manage them closely, have them approach no closer than is needed to attack. They have a ground attack range of 34 km, thats 3 hexes. Make sure they stay at the edge of the envelope. Also, anytime you use a wing of more than 7 squadrons not all of the aircraft attack at once. The largest carrier in game will only field 5 squadrons, use them in single wings, do not group multiple carrier wings together for ground attacks. You can do it, but will suffer much higher damage/attrition/losses. Lastly, disable air to air combat on aircraft you want to atatck ground targets and vice versa. They use their supply for other than the intended mission, reduced time on target = less damage to target.


Just a few thoughts. I have had great success with carriers and the only gripes I have with them are,
A. Cannot resupply missiles
B. Cannot repair aircraft.
*Both are done by carriers at sea every day, of every week, of every month, of every year.
C. Basing issues, but that is not carrier specifc all airframes in game have this issue. (lets not get into the need of a Helo to stop every few miles and seek refueling)


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 Post subject: Re: Carrier
PostPosted: Nov 30 2010 
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Brigadier Gen.

Joined: Jun 08 2005
Posts: 583
tkobo wrote:
Making them part of the carrier is a step backwards,making them reconize the carrier as their Home (as per the suggested feature) and making it so carriers are small supply generators would both be steps forward.And thats the way they should go.



"Recognizing their carrier" should not be much of a problem....take the Battle Group concept and apply it to the carrier.

At the beginning of the SR-CW, the carriers and their assigned Air squadrons are identified and locations established. A simple
quick graphic identifying each CVB/CV/CVL/CVE in your navy and assigned Squadrons would be useful, indeed.


-----------
And instead of them being "permanently" part of the ship, this is a more flexible and realistic approach - after all, what happens
to your aircraft squadrons when you want to replace Seafire and Firefly fighter-reconnaissance aircraft on you Royal Navy light carrier
with new jets? The old ones stay there....(I guess).


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 Post subject: Re: Carrier
PostPosted: Nov 30 2010 
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Brigadier Gen.

Joined: Jun 08 2005
Posts: 583
Hundane wrote:
The problems I see with carriers in SR2020 is

1. The compliment of aircraft that you can load on 1 carrier does not adequately represent the all the capabilities a carrier can perform. You are limited by squadrons as to what you type of aircraft you can put on your carriers. Depending on the type of carriers in play, you need several to alot to perform all the abilities a carrier should be able to perform.

* * One of the problems here is that nearly all SR fighter and ftr-bomber squadrons are based on 18 aircraft [that is going to change]....
so that getting a flexible and effective air wing is difficult, especially if your carrier is rather small (anything smaller than Kitty Hawk CV).
You need to Split your squadrons to smaller units, especially with AEW and helicopter squadrons.


2. The inability to resupply aircraft. Unless your lucky enough to be attacking a region with a Ocean Platform out at sea, you have to manuever your carrier fleet close to the enemy shore lines to be able to resupply your aircraft. Being that close to shore makes your whole fleet easier to be seen and then attacked by the enemy. Which brings us back to number 1, you have to bring in more carriers to provide air cover for your fleet.

* * Try taking a half-squadron of KA-6D or other carrier-capable refueling aircraft on each carrier, or allocate one squadron to one of the carriers and keep it rotating to the area when your aircraft are return from (w/out putting in within interceptor or SAM range).


They are not the "awe" or "projection of force" that a carrier should be IMO. Players can work around these problems but the AI cant. Probally why we see the AI carriers stay pretty much at home ports in SR2020.

* * This is more a BG programming issue, as with the lack of AI "patrol" operations that don't take place - seen games when Japan is at
war with China and Japanese P-3 Orion's never leave their airfield to undertake over-water patrols.


A possible solution to #1 might be to create Carrier Air Wings that represent all the capabilites of Carrier Wing. Each class or type of carrier would have its own wing representing its capabilities. These squadrons would be able to operate on the carriers of thier class and on land (no way around it ). They could be used for anything from airsupply to recon, to ASW to CAS and used in Arracks and Defense. The problem I see with this idea is that these air wings might be to powerful (as a combination of abilities) and may be used as a substitute for everything.


* * This sort of "permanent" air wing as component of the carrier runs into problems of changing air wings over the decades, as new aircraft become available (F-14s replaced by F/A-18F), and of Player's desire to control their own destiny, develop their own aircraft types, etc. Would not be my solution....all the tools are there within the EqList options for fixed-wing and helicopters, for your CV.


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