Simcountry
Forum General Attack boats????gm???

Attack boats????gm???

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jammiebrown1978 brown

All worlds
22 Jan 2016 23:20Link
Could someone please explain what the function of the attack boats are.They are not apart of any naval unit that you can build?????
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Aries

All worlds
22 Jan 2016 23:42Link
None. Completely useless. You can build a corp to make them and buy them from the market and I even believe they may use military personnel and consume maintenance, when you have them, but they have no current game function.
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jammiebrown1978 brown

All worlds
23 Jan 2016 01:36Link
Thanks Aries
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Jonni

All worlds
26 Jan 2016 13:48Link
Attack boats are a resource used in the production of SEAL units :)
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Aries

All worlds
26 Jan 2016 17:01Link
Ah, I see that. I guess that almost brings them up to the usefulness of an attack submarine or a SEAL unit then, as in you need them at some point to make the useful fleets, like the Strategic Carrier Fleet. On their own, the attack submarine and the SEAL unit, like the attack boat, have little other function.

Anyone else try to use an Attack Submarine Group before? It is a unit of 12 attack submarines and 60 SEAL units that has no ability to defend itself at all, a very short attack range, and completely losses against any other fleet type unless it attacks another Attack Submarine Group.
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jdlech

All worlds
26 Jan 2016 22:48Link
Never tried it, but from what I've read, it's kinda useless.
First - is it true that any player can see your submarines? If true, then it pretty much negates the whole purpose of submarines.
Second - if an attack submarine group does not target the most valuable ship in the opposing fleet, then what are they doing? There should be a list of priority targets subs will sink first. And the element of surprise should give them double chances to hit. That's what makes subs so dangerous in the first place.
Third - From what I've read, too many things can attack submarines. IRL, accidents have sunk more submarines than bombers. And I've never heard of any case where an amphibious team (any nationality) has ever destroyed a submerged submarine. The idea that Seals are 100% effective against subs is ludicrous.
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Aries

All worlds
26 Jan 2016 23:45Link
Careful with suggestions until you have more experience with these weapons. Because of the overall balance of the war system, I am content with how things work now. However, the issues you mentioned are not the biggest problem submarines face. The biggest problem is that fleets are equipped with effective anti-torpedo missiles.
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Al Sadius

All worlds
26 Jan 2016 23:47Link
This is actually making me start thinking about game design theory. (I'll acknowledge right up front that this is probably never going to happen, but it's fun)

So, right now, there's seven types of ships in use(Attack Destroyer, Defence Destroyer, Missile Cruiser, Aircraft Carrier, Helicopter Carrier, Attack Sub, Nuclear Sub) and six things they can carry(Seals, Interceptors, Fighters, Helicopters, Missiles, and Missile Interceptors) to form naval groups.

What I'm thinking is treating ships like limited bases, with the ability to carry units within them. Those units can then fight if they wish, or the ships can fight directly. For purposes of simplicity, and allowing realistic numbers while still working with the SC combat model, carrying capacity is aggregated - if a fleet has four carriers that can each carry 100 planes, it can field a single 400-plane attack wing if desired.

Aircraft C
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jdlech

All worlds
26 Jan 2016 23:59Link
"equipped with effective anti torpedo missiles"
Which do not exist in the real world.

I also kinda get a kick out of that designation "attack submarine".
As oppose to what? a defensive submarine?
Subs are subs whether used to attack or defend.
In your case of the nuclear sub group - those 25 subs would (should) be used to defend the nuke subs.
Subs are also used to defend surface battle groups. But in all cases, their primary defensive job is to detect enemy subs.

An undetected sub should have a near 100% chance of hitting its target.

You could add another group in there - the hunter/killer fleet. 1 helicopter carrier, 10 destroyers, 40 navy helicopters and 20 subs. Give them double chance to find enemy subs and the navy helicopters have a 50% chance of hitting them (dropping depth charges).

Meh, Aries is right. They spent a lot of time on game balance - it's so
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Al Sadius

All worlds
27 Jan 2016 04:10Link
Yeah, I know the balance is good, and I know my suggestion would probably mess with it. Still, I'd at least love to see assault ships become a thing, because that just sounds cool.
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tajikee

All worlds
04 Feb 2016 02:09Link
I wish the seal units could be used on land
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tajikee

All worlds
04 Feb 2016 02:13Link
I wish we could use seal units on the ground
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WildStallion

All worlds
04 Feb 2016 21:58Link
If you want to kind of keep it realistic re submarines, as an example America has as far as records show 62 Los Angeles Class submarines.

48 Virginia Class submarines are planned so far.

The UK has 7 Astute class submarines planned so far


Project 955A submarines for Russia - unconfirmed number to be built.
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Aries

All worlds
05 Feb 2016 02:54Link
Simcountry realism has a times 10 factor. If you want to compare most things to real life, take the number of weapons or your population and divide by 10.

Earth has a population of about 7 billion. If you take Simcountry's pop and divide by 10, the average world would then have 6.7 billion. Weapons are the same way. 600 aircraft is a force in the real world but 6000 are needed to do a similar job in Simcountry.