Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site sftri.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxj!mhuxn!mhuxm!sftig!sftri!mom From: mom@sftri.UUCP (Mark Modig) Newsgroups: net.games Subject: Re: Possible modifications to Midway . . . Message-ID: <368@sftri.UUCP> Date: Mon, 4-Mar-85 13:13:35 EST Article-I.D.: sftri.368 Posted: Mon Mar 4 13:13:35 1985 Date-Received: Wed, 6-Mar-85 02:14:59 EST References: <299@nmtvax.UUCP> Organization: AT&T Bell Laboratories, Summit N.J. Lines: 53 Yes, a few more, that I am working on even as we speak... 1) The sun has to go down sometime folks, and it's kinda difficult to fly in the dark. Designate two times as sunset and sunrise. Planes are not allowed in the air between a sunset and sunrise. If a strike doesn't quite get back to their ship or Midway before sunset, the planes ditch. 2) As long as you add nighttime, you might as well make it so that everyone starts each new day unspotted-- you have to find your enemies all over again. At least you'll have some idea of where to look. 3) Damage control and repair-- a ship could repair torpedo and bomb hits at night, up to a maximum of one torpedo hit and 2 bomb hits for the entire game. Larger ships, say BBs, and CVs, might be allowed to repair more. 4) Strikes should occasionally miss their targets. 5) As near as I can tell, the code always tells you when you have been spotted by an enemy plane. Make it so there's a chance you don't see the scout, so you can get a nasty surprise attack. 6) Bogus sightings. Unclear or just plain wrong sightings played an important part in the battle. 7) Need to change the range for the planes. Japanese planes had a range of about 35 miles or so greater than the Americans, particularly the TBD, a plane entirely different from the TBF, a half dozen or so of which were on Midway at the time. This means that it should be possible for the Japanese to hit American carriers while remaining out of range from a return strike. Since this is an important strategic consideration, it should be implemented. AA fire seems OK to me-- unless you have a couple of BBs or CLAAs escorting your carrier, if a lot of enemy planes get thru the CAP, you are in trouble. AA can't get 'em all, nor should it. I agree it would be nice if your escorts were a bit more enthusiastic (and smarter) about helping you out, tho. I'm not sure about this, but I don't think it is possible to shoot down your own planes with AA; this should be fixed if it is true-- if you're attacked with all your planes still on the carrier and you get them off while the attack is going on, your AA fire should shoot both enemy and friendlies down. Definitely need the destroyers and transports. That's about all I can think of at the moment. Mark Modig sftri!mom