Zhukov4 wrote:I agree this can create problems. Below is one of many scenarios where the PBE OOL (order of loss) might fail.
Let's say you have a Japanese fleet in SZ 62, composed of 1 destroyer and 1 loaded AC.
Let's say USA can attack this fleet with 1 fig 1 ss, and UK can follow up with 1 ss 1 bmb.
Now, if USA were to attack in a live game, then success would hinge on whether the sub hits in this first round, because if the USA fighter hits, surely Japan would choose a fighter as casualty and not an AC or sub. However, given the limited range of choices, there is no way to make a fighter my first casualty in offline mode (it is neither the cheapest nor the weakest unit). Therefore, if the USA fighter hits, either my dd or my ac will be chosen. This leaves the Jap fleet vulnerable to a British follow-up assault.
Right now the best way to avoid these naval OOL problems is play the first 2 rounds live, as there are plenty of naval battles in the first 2 rounds where OOL choices are dependent on many variables. Indeed if there is any battle where computer OOL simply won't be accurate, it's best to schedule a time where both players can be online to play it live.
How to fix? Develop an OOL interface (for naval battles, if not also land battles) that allows users to declare the order of losses in case (eg the priority of what gets killed) of attack.


kemal81 wrote:Here it is another example. The battleship is picked before the carrier. You can also see my opponent is offline.
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