Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site sjuvax.UUCP Path: utzoo!watmath!clyde!cbosgd!ihnp4!mhuxn!mhuxr!ulysses!allegra!sjuvax!6615lp13 From: 6615lp13@sjuvax.UUCP (palena) Newsgroups: net.games Subject: Re: Possible modifications to Midway . . . Message-ID: <957@sjuvax.UUCP> Date: Thu, 14-Mar-85 14:57:55 EST Article-I.D.: sjuvax.957 Posted: Thu Mar 14 14:57:55 1985 Date-Received: Sat, 16-Mar-85 05:45:48 EST References: <299@nmtvax.UUCP> <368@sftri.UUCP> Reply-To: 6615lp13@sjuvax.UUCP (palena) Organization: St. Josephs University, Phila. PA. Lines: 65 In article <368@sftri.UUCP> mom@sftri.UUCP (Mark Modig) writes: >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 There is a game that I have on disk for the Apple II that fits all of these criterion.It's called Midway.Since I have it on disc I don't know the name of the company which publishes it,but it's strange to hear you discussing these modifications when I played a game which has all these built in.It might pay to look into it.This game works with a 24-hour clock,with night bombing.There are no American destroyers but there are Japanese battleships as well as Carriers.