__Submarine changes__
Again I might have suggested something like this before. If I did, consider this a revision
-Damage of Destroyers to subs increased considerably
-Sonar cannot simply “detect” submarines anymore. This is because of surface duct propagation, which makes it difficult to detect vessels that are not on your own depth. Even anti-submarine ships like destroyers can be snuck up on by subs if their active sonar fails to identify
The following applies to Attack Subs, Ballistic Missile Subs, and Sub Officer:
When in Surface mode, your submarine is detectable by any surface ship using active sonar. This is essentially the normal state of a submarine in the game. In theory, your submarine is just below the surface using their periscope. All submarines have “Naval Scout” attribute in this mode. Naval Scout identifies non-stealth surface ships and air units in sight range, and gives their exact stack composition.
When in Submerged mode, your submarine is only detectable by other submerged submarines, or ASW aircraft. Naval Scout attribute is nullified, active sonar is disabled and the sub moves slowly (as slow as 2 speed for Attack sub and 0.5 speed for Ballistic sub). Your sub will gain the “Reveal stealth” attribute, allowing you to see exactly all subs in sight range. Additionally, transport ships are vulnerable to cavitation and can also be seen by submerged subs. Destroyers will reveal an attacking sub’s location even if they are submerged
What will disable stealth:
-Attacking a destroyer
-Being attacked by any enemy unit
-Being revealed by an enemy sub or ASW patrol
-Launching a cruise missile
Note: Launching a ballistic missile from BM sub or Officer will not disable stealth
AIP sub: Permanently surfaced with the benefits of being submerged.
Finally, Fire Control options
Vanilla:
Standard > Sub engages spotted enemies in range
Passive > Sub does not engage enemy units unless ordered or forced into melee combat (Standard for BM subs)
Security Council:
Hunt > Will only attack transports that pass by
Patrol > Maintain position at Surface. If enemy ship is detected within sonar range, will submerge and move to intercept. Option is turned off after an attempted interception
The following applies to NPA and ASW Heli:
They are mostly unchanged except for Active Sonar. Their sonar will be unable to detect submerged submarines. However, they will see any sub within sight range no matter what, thanks to Magnetic Anomalies from the subs
__Final notes__
Take it with a grain of salt. It’s a legacy code nightmare for sure and has a number of issues I probably haven’t thought of yet. My biggest issue with naval right now is that for such an important aspect of the game it is very basic, especially if you and your opponent use hit-and-run. My idea is to make subs more of a threat that has to be considered to spice things up. If you don’t like my idea, how would you make naval warfare, and specifically submarine warfare, more interesting?
Again I might have suggested something like this before. If I did, consider this a revision
-Damage of Destroyers to subs increased considerably
-Sonar cannot simply “detect” submarines anymore. This is because of surface duct propagation, which makes it difficult to detect vessels that are not on your own depth. Even anti-submarine ships like destroyers can be snuck up on by subs if their active sonar fails to identify
The following applies to Attack Subs, Ballistic Missile Subs, and Sub Officer:
When in Surface mode, your submarine is detectable by any surface ship using active sonar. This is essentially the normal state of a submarine in the game. In theory, your submarine is just below the surface using their periscope. All submarines have “Naval Scout” attribute in this mode. Naval Scout identifies non-stealth surface ships and air units in sight range, and gives their exact stack composition.
When in Submerged mode, your submarine is only detectable by other submerged submarines, or ASW aircraft. Naval Scout attribute is nullified, active sonar is disabled and the sub moves slowly (as slow as 2 speed for Attack sub and 0.5 speed for Ballistic sub). Your sub will gain the “Reveal stealth” attribute, allowing you to see exactly all subs in sight range. Additionally, transport ships are vulnerable to cavitation and can also be seen by submerged subs. Destroyers will reveal an attacking sub’s location even if they are submerged
What will disable stealth:
-Attacking a destroyer
-Being attacked by any enemy unit
-Being revealed by an enemy sub or ASW patrol
-Launching a cruise missile
Note: Launching a ballistic missile from BM sub or Officer will not disable stealth
AIP sub: Permanently surfaced with the benefits of being submerged.
Finally, Fire Control options
Vanilla:
Standard > Sub engages spotted enemies in range
Passive > Sub does not engage enemy units unless ordered or forced into melee combat (Standard for BM subs)
Security Council:
Hunt > Will only attack transports that pass by
Patrol > Maintain position at Surface. If enemy ship is detected within sonar range, will submerge and move to intercept. Option is turned off after an attempted interception
The following applies to NPA and ASW Heli:
They are mostly unchanged except for Active Sonar. Their sonar will be unable to detect submerged submarines. However, they will see any sub within sight range no matter what, thanks to Magnetic Anomalies from the subs
__Final notes__
Take it with a grain of salt. It’s a legacy code nightmare for sure and has a number of issues I probably haven’t thought of yet. My biggest issue with naval right now is that for such an important aspect of the game it is very basic, especially if you and your opponent use hit-and-run. My idea is to make subs more of a threat that has to be considered to spice things up. If you don’t like my idea, how would you make naval warfare, and specifically submarine warfare, more interesting?
Yee Haw