Since december 2012 Battlestations: Midway is supported by GameSpy no longer. The only one possibility for Midway players is GameRanger. Please visit www.gameranger.com, download Gameranger client and make new account. You can find other Midway players in the Gameranger rooms. BS:M patch 1.1.1 is required to play online battles. Iowa Mission Pack and Midway Modders Mappacks 1 and 2 are recommended.

Gameplay Concept

Gameplay Concept

I was thinkin, Allied v Axis (as if that's a new idea!). A player choses one of the 4 factions, RN, USN, Kriegsmarine and IJN, and can deploy units from their arsenal in a 'similar' way to the one we have in BS:P. Certain French and Italian warships can be deployed by each side, allowing for more balance in forces. Specific unlock units are done away with - the 'super unit' would incur a much higher cost to produce, as well as a longer build time, as will be explained later. This allows for 'under appreciated' units like the Atlanta or ASW Fletcher to see some action, as well as giving each player an inventory comparable with his opponent's.

Each player starts out with a small fleet of basic units which they can use to progress - a repair/construction support vessel can build an inital installation on a captured island (HQ building or shipyard for example), then further construction on the island can be self-initated, provided the resources are available.

Different units take more time to deploy (capital ships longest, light aircraft quickest), as each has to be built by the shipyard, then outfitted in an adjacent drydock (or just added to the airfield inventory in the case of aircraft). This increases the motivation for destroying enemy units and preserving one's own as they will take time and resources to replace - rather than virtually consequence free insta-spawning. It also presents a window in which a warship-under-construction can be sighted by recon, and have a suitable response prepared for before (an airstrike for example - which would damage the ship and delay construction) or after the unit's completion. Units can also be 'ordered' from off map in small groups - which takes less time than constructing them, but has a higher resource cost as well as costing fuel. Also, the units enter the map (from an edge obviously), leaving smaller task forces somewhat exposed to an attack by a prepared foe.

Resources you say, Ben? Yep - supplies. 3 types. General supplies - used for ship building, aircraft manufacture, land fortification, unit retrofitting and repair. Fuel - pretty self explainatory, stored in fuel depots on occupied islands and transported in cargo vessels, fuel oil is the lifeblood of any military force. No fuel, no movement. Ammunition - volitile, hazardous and highly necessary. Possibly ammunition ships?

Fuel is consumed at different rates - setting a waypoint for a ship will order it to travel there at cruise speed (good fuel efficiency). Double-issueing the command will order it to go to combat speed, using more fuel. Manually changing the ship's speed via the 3rd person view has the following results- lower than cruise speed improves fuel efficency; flank speed (higher than combat speed) is the least fuel efficient and also causes damage to the engine over time - after a certain amount of damage, the ship's max speed will be reduced until it is repaired next repaired.

General supplies are the currency for purchasing units, blueprints (allowing for units and upgrades  - purchased then delivered on the next supply convoy, or faster delivery by transport plane for a higher price. Blueprints for more powerful units are not available at the start of the match- either preceeding designs must be bought, or other criteria, i.e. combat time for that unit type, must be met), land fortifications and repairs. Repairs can be affected at sea by repair/construction support ships (repairing a percentage of the damage), or a full repair in drydock. Repairs become essential because health no longer regenerates and destroyed guns no longer fix themselves in battle. Ships can fix a small amount of damage at sea (maybe 1 gun or two, repair water damage), but nothing greater than 10% of health.

Ships in drydock (under repair or incomplete) can be converted to other purposes as necessary, a BB for example can become a CV or a CB, a cargo ship (or requisitioned passenger ship) can become a CVE, armed escort ship or troop transport. Once the right blueprints have been purchased and delivered via convoy or supply aircraft, new units/upgrades can be built i.e. an upgrade to a battleship's AAA armament.

Weapon ranges could do with a tweek, however it may upset balance issues vs torpedos and neccesitate large maps  - Visual range is reduced to 2 miles (except for taller battleships - such as Yamato for a balance reason - owing to less effective RADAR gunnery but the best Optical rangefinders). RADAR provides detection of objects out to 3 miles, big gun weapon ranges for battleships are upped to ~2.8 miles, ~2.0 miles for cruisers, ~1.2 miles for small naval guns. Submarines can only be detected by 'periscope wake' closer than .3 miles, and can detect propellor noise of moving units moving over a certain speed with passive SONAR up to 2.5 miles, (showing a moving prop symbol on screen and the map), and active SONAR (turned on/off by a button) to the same range, reveals the size shape and direction of the target as well as revealing terrain and immobile units, but gives away the presence of the unit to any vessel within passive SONAR and in range. Periscope will confirm if it is enemy or neutral. All SONAR ships (including subs) now have a blind spot in their passive arrays at the rear.

Now the fun part.

Only troop ships/transports can capture islands. Large ships now have a small capture radius too, allowing neutral vessels to be requisitioned, and enemy ships to be comandeered. The ship's resitance to capture is dependant on it's health (and of course how many toops are landed on board). Obviously a Battleship in figting order will blow a transport ship out of the water, so players would have to weaken the enemy considerably first - disabling weapons and prop shafts/engines to slow/stop the target and ensure it can't flee before boarding parties arrive.

A damaged, captured vessel would then warrant repair (or rebuild) allowing it to be added to the thief's own fleet.

Neutral vessels will make an appearance (allowing for capture - or target practice!) and could range from a fleet of moored Battleships, a supply convoy or an cruise liners, making random appearances sailing in and out of the map.

General supplies are produced by occupied islands (but slowly), the real income is supply convoys which run from off-map to main islands. This of course allows for meaningful commerce raiding or even hijacking supplies.

Now wouldn't this be grand? I welcome thoughts/criticisms of this concept.

Sorry for the Essay!

BB Ben
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Re: Gameplay Concept

hmm... its quite good but it would be better if true ranges were kept ie yamato 25 miles and all aircraft carriers and bases have to launch their aircraft instead of instantly appearing on the spot. also increase repair time for weapons and ship health, i mean its too quick and unrealiastic

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Re: Gameplay Concept

Of course I'd want to do away witht the silly insta-spawn aircraft that Pacific intoduced - co-ordinating an airstrike properly (like in Midway) was one of those things that took a little bit of planning, making a successful attack all the more rewarding.

The ship range issue, however, I disagree on. Realistic ranges require realistic sized maps, which means more distance for ships to travel. This in turn would make a battle much longer than already (i.e. closer to real naval engagement timescales such as a few hours for a single BB duel!), as well as increasing the 'class gap' - a heavy cruiser with an effective gun range of 17 miles would have to travel between 7 and 11 miles while under fire to engage a battleship. That's 15-20 minutes assuming the target isn't sailing away.

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Re: Gameplay Concept

but a realistic range means BB`s now have a serious advantage over everything but...THE CARRIER...WITH ITS HORRID...HORRID...PLANES. also this gives the bang for the buck for a BB meaning it the BB`s long long building time shall pay off over all but...THE CARRIER...WITH ITS HORRID...HORRID...PLANES. it will make the game far far better with domination by BB`s escorted with destroyer`s instead of using a quite effective in game only pt-boat army tactic and prevents unrealistic advantages


sorry i got carrier-phobia a few months ago after my grand fleet of yamato got annihilated by carriers (first lesson i learned)

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Re: Gameplay Concept

^ lol
carriers are vital. Germany didn't have any and so paid the ultimate price in U-Boat protection.

I may be Sloppy, but I can still win...
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PREPARE TO LOOSE!

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Re: Gameplay Concept

Yes, battleships are vulnerable to air power (well, overwhelming air power, at least), what ship isn't. But over-buffing BBs is not the answer.

Effective use of screening forces, well executed evasive turns and the ever welcome fighter cover gives a battleship a fighting chance against superior air power. Intercepting strike planes early thins out their numbers, breaks up formations and leaves damaged aircraft vulnerable to flak too, taking some of the heat off of the surface vessels.

Most commonly this will occur on BS:M's samar, so you will also have 2 heavy cruisers at your disposal. These mid-weight hitters can be used to assist in surface-surface action againt the US battleships, or as a separate task force for chasing down the carriers - this allows not only for you to force their movements, but can also draw air attacks away from the star of the show, though it is wise to keep those fighters close to hand.

Midway was better in respects to air power, as a finite amount of aircraft meant that plane crashing 'tactics' were detrimental in the long run, as well as limiting the size of a stike force and the time it took to send up successive strikes. Plane spamming in Pacific can be a nusance especailly when assaulting that last enemy stronghold (as they have defensive force concentration and a shorter distance between deployment and engagement), and plane crashing is now meaningless - any player can spam/crash as many TBMs as they want and not be penalised for it. Any concept of skill goes down the toilet in ths instance.

So, to sum up - carriers and airfields can be a tough nut to crack, but the distance between you and them is their only defense. With Midway, the finite number of aircraft and the time it takes to launch planes means that an enemy carrier force can be caught between strikes (by ships or your own strike planes), whereas in Pacific the lower detection/radar range means positioning forces to deal with floating or fixed runways is much easier - just make sure to tie up as much of the enemy's CP before you reveal your forces.

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Re: Gameplay Concept

resorce collection should be vital as BBben said, this should stops plane and ship (100 clevelands vs 30 yamato`s) spamming and i already understood the power of the carrier after it blew up my...unescorted yamato superfleet. and also as i stated the BB will have superiority over all but...THE CARRIER...HORRID...HORRID...PLANES. in fact i made a new lesson for all naval strategists...FEAR THE CARRIER

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Re: Gameplay Concept

play midway and then get up close to the carriers. and spam them. what was so good about your yamato superfleet then? surely it was pacific that destroyed it. unlimited planes on BSP.

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Re: Gameplay Concept

pacific

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Re: Gameplay Concept

have the carrier planes line up on the back of the carrier insted of lunching one at a time have all of them to line up then launch but have squadrenslection and weapon selection stay the same asin pacific add cannpods and rocket pods

prepare to be shot down

youtube Takao71534

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Re: Gameplay Concept

have the carrier planes line up on the back of the carrier insted of lunching one at a time have all of them to line up then launch but have squadrenslection and weapon selection stay the same asin pacific add cannpods and rocket pods

prepare to be shot down

youtube Takao71534

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Re: Gameplay Concept

That would be one awsome game! Anyway a bit off topic but I would like to see simple AKs to acually have a purpose like fleet oilers accually delivering fuel, having dedicated repair ships, and friendly ships close to a sinking or burning ship should have the abillity to help or tow damaged or sinking ships. Oh I forgot to add that retrofitting vessels is a great idea especially if tech levels are included. ie; instead of spending more money on buying an Iowa class you take your New York BB and upgrade engines, guns, armor ect. for less points than a newer BB.

Great work,
ash

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Re: Gameplay Concept

ash wrote:

That would be one awsome game! Anyway a bit off topic but I would like to see simple AKs to acually have a purpose like fleet oilers accually delivering fuel, having dedicated repair ships, and friendly ships close to a sinking or burning ship should have the abillity to help or tow damaged or sinking ships. Oh I forgot to add that retrofitting vessels is a great idea especially if tech levels are included. ie; instead of spending more money on buying an Iowa class you take your New York BB and upgrade engines, guns, armor ect. for less points than a newer BB.

Great work,
ash

If Map Pack 3 starts we could make that,but since the form got quite, its hard to get people getting togather to build.
P.S Learning to script ^^

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  • Legendary Da : Hi everyone, I have one (or two) quick question about BS:M modding. I try to figure out sp mapmaking, and my first act on it was to convert a MP map to SP. However I can only play as Allies in those maps. What parameter do I have to change to play those maps as Japanese in the respective map .mpak (And where is the parameter I have to change?)?
  • N_Trainz : G'day mates, I just wanted to let those who use Windows 10 and also for those who are having troubles getting the game launching because of Games for Windows LIVE, I made a tutorial of how to get it working successfully again like on Windows 8.1. Its on my channel and here's the link to the video. «link»
  • Mokeo67 : The dictator, I downloaded the mmod2txm and I added four slots to the fletcher and a couple to the lexington.Thanks for the help though.
  • The Dictator : Makeo67 i've explained how to find the unused slots in the topic and the mmod2txm it's a program that has been shared. However there aren't so many ships with unused platforms and sme of them are in wrong positions and for move them you need to know how to change the mmod file. But if you know how to do it you can make new platfors as you want. I've shared the south dakota disposition and this one is the most intersting in my opinion
  • N_Trainz : Well it looks like we have spammers again
  • Mokeo67 : No problem Thanks for the help
  • Axis_Crusher : Not really
  • Mokeo67 : Ok thanks anyway. Do you know who does?
  • Axis_Crusher : Unfortunately I don't deal with that part of modding
  • Mokeo67 : Sorry forgot the link. «link»
  • Mokeo67 : This is the forum topic I meant. The dictator said he found the unused slots in the TXM file obtainable with the mmod2txm, what is this and is it available to use.
  • Axis_Crusher : This is your best bet: «link»
  • Mokeo67 : Also I saw on the forum that ships have unused platform slots. How do I use these?
  • Mokeo67 : I tried changing the bogue class carrier to a yorktown class in the phillipene sea mission and one of two things happened. The mission either didnt change or the game crashed.
  • Axis_Crusher : No problem
  • Mokeo67 : That is what im talking about. Ill have a look at it later thanks for the help
  • Axis_Crusher : specific mission’s 3_scene mpak file by working on the .lua file. There is where the bonus unit is actually added into the mission (by the script). I haven't tried it myself so good luck.
  • Axis_Crusher : I assume you are talking about the bonus units that you unlock for certain missions by completing previous ones (like the B - 25’s in the 2nd Battle of Guadalcanal). The bonus units are unlocked by completing certain objectives in the campaign - so that is linked to your campaign progress. Since that cannot be altered you must look at the missiontree.lua file. This is where the unit will show up unlocked on the mission screen. There are references to allunitslock. Also you will have to edit the
  • Mokeo67 : Thank you I will look in this file. I did unlock all the campaign missions, all you have to do is delete the text after 'prerequisite' and it will unlock. But I havent figured out how to unlock the bonus units.
  • Axis_Crusher : I also prefer it being off, just as most of the BSM community. Most players, however prefer repair to be enabled so that is what we should do. Most of our maps it will be disabled through the script however. If you want to play with the game's repair settings you can find it under shipglobals.lua

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