Task Force Admiral WIP shows a ton of promise [Pacific]

HOA_KSOP

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Very impressive. You've sold me.
 

Amiral Crapaud

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Thank you gentlemen :)
Here is our, how to say, latest graphical update. We gave the TBD some love - hope you'll enjoy watching the bird as much as we did giving it the proper treatment in terms of flight envelope and attack doctrine both :)

It looks better in motion, but you will have to wait for Magz' next video about us - these screens were taken from the recordings we sent him a few days ago

S! And thanks again for the kind words :)

These TBDs in their Midway-era livery are actually able now to fully, autonomously use their dynamic AI to do the following
- take off ;
- orbit & form up as a squadron ;
- form up with other squadrons within a common package ;
- assume different formations depending on the nature of their navigation leg (echelon, vic, line astern, attack formation, etc...) ;
- pick a target as a unit ;
- split for a pincer attack ;
- drop a torpedo within launch parameters (and right now they run flawlessly - until we make them flawed, of course)
- regroup and head home ;
- enter the landing pattern and land aboard one by one.























 

HOA_KSOP

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Boy those screenies are tasty. Absolutely digging the AI capabilities in the dev notes.
 
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HOA_KSOP

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So Amiral, are you studying Japanese doctrine as well so that Japanese AI fights according to their doctrine? Also land-based and carrier-based aircraft followed their respective service branches doctrine, will the game reflect those differences?
 
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HOA_KSOP

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Thank you gentlemen :)
Here is our, how to say, latest graphical update. We gave the TBD some love - hope you'll enjoy watching the bird as much as we did giving it the proper treatment in terms of flight envelope and attack doctrine both :)

It looks better in motion, but you will have to wait for Magz' next video about us - these screens were taken from the recordings we sent him a few days ago

S! And thanks again for the kind words :)
How is land based air handled?
 

Lethaface

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If this doesn't wet your appetite then something might be wrong with you ;)
Sure does!

Sea power also looks great, also published by Micropose. I got Ultimate Admiral Dreadnoughts recently, while there is no campaign yet there are plenty of naval academy missions and custom battles. I think it's quite good, focused around dreadnoughts but models ships from Ironclad age till 1940.
 

rocketman

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Here is an interesting interview with the lead dev from Rock Paper Shotgun, that also mentions how Combat Mission made the wargame genre evolve.
 

Drifter Man

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They say and do all the right things. I have high hopes for this project.
With their approach RTS is the only way... I'm sure there will be an optional pause button!
What bothers me is their exclusive focus on naval aviation so far - hardly a mention of surface action. But they have to start somewhere and the carrier battles of 1942 are the right place. You can't make a WWII naval game without aircraft.
 

HOA_KSOP

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They are certainly saying all the right things.
The RTS aspect bothers me a bit, but hard to see how they could accomplish what they are aiming at by doing it any other way.
"OK, where is that pause key again?"
Play Carrier Battles 4, it's turn-based. It's also hex and counter-based, which may not appeal to your refined graphics taste.
 

rocketman

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They are certainly saying all the right things.
The RTS aspect bothers me a bit, but hard to see how they could accomplish what they are aiming at by doing it any other way.
"OK, where is that pause key again?"
My take on the RTS-factor of the game is that it is not going to be a hectic "click-fest". In part due to the scope of the game where things are spread out, because you assume the part of the Admiral giving orders and watching how they pan out and not managing individual planes or AA guns, but also what is stated that planes without radios can't be contacted or even if they have they might employ radio silence. Thus, you might be able to stop certain attacks, amend plans that are underway, but not all of the minute details in real time. More of a "do this in that way" and then you sit back and watch (in horror) how it all pans out, like in CM. That's the appeal of the game for me. Dramatic but not hectic. I hope I'm right.
 
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