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Norfolk nChance

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Everything posted by Norfolk nChance

  1. Norfolk nChance

    Ship Usefulness.

    oh me too... I've cunning plan or idea. Shame no one wanted the forum ship database Norfolk.
  2. Norfolk nChance

    Chess!

    @springby and @Captiva Look at this, 1963 NYC US Champs. Bobby Fischer 20 years old and a GM. https://www.youtube.com/watch?v=QHydkEARVKE 10 moves in, half way point nothing happening at all. Very balanced and symmetrical then wham... Time 9:35 he plays the Nd3. This is what I was trying to explain in the above POST. I’d never have the stones to launch that attack it looked suicidal. He crushed Rob Byrne, beautiful... The commenter also points this out Time 12:20 he plays Nxg2 not Nxd1 which I’d have done. Fischer, I believe saw a slight imbalance early then launched exploiting more imbalances with the aggressive move. I’d be plodding along thinking this is turning into a slow tight game not realizing I was dead already. Am so glad I found this match played out on YouTube to show you. The greatest chess players of all time using the Elo system Bobby Fischer is not even top 10. Norfolk.
  3. Norfolk nChance

    Wipe on release, 3-4 months?

    @Ove Gjedde “Is January still the accepted date of release?” Hey fella where did you get this from? I’ve seen no mention, no word or hint at it in any post. What did I miss? Norfolk.
  4. Norfolk nChance

    Ship Usefulness.

    On page 9 now with nearly 3,000 individual views and 200+ posts from a great thread started by @HachiRoku. That's a lot of the player base within just 48 hours. There seems to be a few balance issues from travel speeds, to TurnR and Leeway and the guns with damage dealt. Then the mods added on some and wood builds. I struggle to take away and really learn anything with the organic direction the thread travels. Am sure the Dev’s have taken notes, and I’m not the brightest spark in the toolbox anyway... You have an exact total of 50 ships to access in NA-OW. Due to no peer cross check balancer mechanism in place, isolationist migration as allowed to fester. This now means 47 of them you simply just don’t need. Maybe we should look to reduce the dead weight and streamline the ships on offer? Norfolk
  5. Norfolk nChance

    Ship Usefulness.

    @Malachi ( @Ink would like a request, if @admin allows and Captains agree) Great write up and was thinking how it was done in real life back then. Also, how the method of Battle Rating is built up. Now try this... If you want to start solving the Problem and not the symptoms here is the BASIC way to start off. In-game we have a real issue and we need to step back before any comparisons should be made. If any figures are dated apologies. You need ground rules. I’ve used the latest information supplied by the Wiki. So, let’s start here... @Ink I’d like this... Each Ship threads Opening Point is posted by @admin Same formula throughout... BASIC ship statistics. Includes speed, repair ratios etc. Why did you pick this particular ship for the game and what do you envisage is its general purpose? Near Peer +1 and -1 “Pro et contra” (3 items for & 3 items against) Sail Profile Gun load out From this point onward @admin and the Dev’s have no further input in this section of the forum. Only Mod can post. After @admin POST then PCs have access to the thread reply. This is the very basic start to solving your problem. From here posting your suggestions and testing in the right threads will build a Players dynamic database very quickly. You need PC rules like “any reference change must include the effect against Peer +1/-1...”. From there suggestions to the dev’s with reference work will be heard and probably acted upon much quicker. Might be worth a try, if you think its rubbish blame Mrs. nChance Norfolk.
  6. Norfolk nChance

    Ship Usefulness.

    so a tighter ratings system than just 1 to 7... or a deeper Battle Rating
  7. Norfolk nChance

    Ship Usefulness.

    That’s at brilliant point and probably where most of the confusion arises. Balanced doesn’t mean equal too, but in relation to its pecking order distance. The closer the Essex gets to the TRINC the further away L’Hermione drops in distance. Its much easier to balance out the top three than the middle frigates but if any frigate (LeRq) as a Pro that out paces its near peers they become sidelined. Then if peers +2 and -2 Surprise and Mercury become sidelined the migration creep continues.
  8. Norfolk nChance

    Ship Usefulness.

    tis why she suggested the forum platform and use of tags. Read the Essex buff lower. Bow chaser and TurnR buff makes her a lovely boast still not too close to the TRINC. Unfortunately she's now miles away from the Herminone... If she's buffed up then a gap appears at Belle Poule Priate Frigate downward. This system shows them gaps because you can't change one Pro on a ship without mentioning Peers +1 and -1... in theory right? NnC
  9. Norfolk nChance

    Ship Usefulness.

    she is a nagging b/cth at times but boy do I love her...
  10. Norfolk nChance

    Ship Usefulness.

    Think Mrs. nChance had an idea to make it much clearer, but you locked her post NnC
  11. Norfolk nChance

    Idea: Dynamic NPC Nation Overlays...

    @Wraith Thank you for the reply. Totally agree 100%, giving players the tools for creating their own stories. We’ve both had similar points of view on PORT ownership and inward development, Civil War mechanics and dislike of PC Nation alliances, for a long time pushing towards freeing up the lite sand box. The PC Reputation System... This is a nice solution and flexible fit. The PC has a Matrix of positive and negative marks against anyone Nation with cause and effect when entering those waters. I liked the idea of earning both +/- points at the same time like helping a Prussia squadron attack a French patrol frigate fleet even though I may favor a GB roleplay role. This has so much scope for PC Retention due to the Out of Game [OoG] Content. The [OoG] UI must be a high quality looking and a dynamic persistent link. https://worldofwarships.eu/en/community/accounts/554819715-NorfolknChance_UK/!/pvp/overview/ Not only Battle statistics but PORT and Division affiliates that builds up over time. The building of a PCs life History is what cements player retention or in NA-OW terms, a hardcore Junkie. The key for this to work properly is this [OoG] UI and not a jerry-rigged rip-off of the old alliance vote in game view. It needs the History Build up... I Will Meet You half way... First, start with the end goal in mind, EvE Online [EvE] it doesn’t get any better than this. I played a part in the Fountain Wars of 2013 between CFC and TEST. That quite simply was giving players the tools to create their own stories. https://www.youtube.com/watch?v=KZQ4ejFq7BY&t=94s This Open Sandbox applied to NA-OW would destroy the game completely. I will meet you half way though. Open Panama Canal 100years early and the Pacific Region is total LOW-SEC. But that’s for a future Norfolk nIdea POST... History of PC Nation Policies... At every single point in NA-OW history when PC Nations apply policy via aggression or alliance it always ends up in a LESS dynamic boxed Universe. East v West, Care Bears or vote function Blah Blah Blah. PC Divisional Policies... Worked, [ELITE]/[RATA] GB/Spanish http://forum.game-labs.net/topic/22965-pvp-global-yucatan-basin-status-change/ Worked, [ELITE]/[VSCO] GB/Pirate Not for public display The problem here is when its same Nation clan/clan. The Civil War mechanic is so needed. Dynamic NPC Nation Overlays... There is no forced need to participate at all. However, the BLING offered at certain stages tugs at the whore inside. This like @Vernon Merrill states promotes less “salt’... Also, imagine the old [ARMED][VCO][ELITE] and [CKA] operate together taking chunks of the map away from the Campaign. This is absolutely fine. What do you think the next type of templates might come into play on the next cycle...? The templates are dynamic, and the Dev’s can manage them just like the w/e tournaments. The BLING offered as rewards forces the whores and ego rivals to come and work together against a dark rising or Cult leader... @Vernon Merrill Thank you for your review. Much appreciated. Norfolk nChance [ELITE] division RNGB
  12. Norfolk nChance

    Idea: Dynamic NPC Nation Overlays...

    Idea: Dynamic NPC Nation Overlays... Short version at the bottom... @admin You’ll need a drink for this, try to bear with me... Summary To build out Multi Nation storyline campaign arcs that intersect. This out of game backstory pushes the in-game content taking a few weeks to complete. Background and some views... Basic idea was seeded from a post by @Cetric de Cornusiac. Please read his post. http://forum.game-labs.net/topic/26636-create-national-councils-for-regulating-the-big-picture-of-each-nations-stance/ I didn’t agree with many of his assessments or solutions, but he makes a really good point that the Nations need to have a purpose. His view was to open up the Lite Sandbox but have the Nations players control this at the expense of clans. @Christendom and @Wraith have wanted Clan restrictions lifted to the point of doing away with the different Nation overlays allowing Civil Wars and self-rule opening up the Lite Sandbox still further... A while back we had a Nation alliance vote function within the game. The idea was good and added richness but it just didn’t quite deliver. Further back [PvP EU] had an EAST v WEST problematic alliance added with night flip issues. On my [PvP Global] we had the ironclad Care Bear alliance GB/US/Dutch which developed into a slow stranglehold on the entire server when it couldn’t be broken. Another view concerns this Open Sandbox PvP world push is/will crush RvR, trading, crafting, exploring and all the other parts that are NA-OW. Leading to fears of just a NA-Legends carcass left behind. I may be wrong in this view, but the more power the PC wields they’ll usually migrate down to the path of least resistance. Any PC Nation driven alliances will struggle to be dynamic even if adding more mechanic restrictions to stop the walk down the slippery slope... Name dropping... First let’s drop the word “Clan”. This is just cosmetic but is an irritation. So, [ELITE] will be a “Division” of GB Nations Royal Navy within the Caribbean. Divisions can Own their own PORTs as normal. Divisional conflicts did occur in REAL LIFE. Sub-division leaders were often in conflict with their peers and Senior Ranking officers within the same Navy during the same theater points. Nelson’s account of Cape St Vincent was challenged by a jealous Rear Admiral Parker. At Copenhagen our beloved Nelson completely disobeyed a direct order from his Commanding Officer in front of his own flag Captain. A Controlled Civil War... Via a Purchased Note from the Admiralty. When triggered will offer a limited time window to engage in a civil war against a same Nation Clan/Division. On the time expiry, there will be double the time cool down before you may trigger another Civil War against the same clan. No same Nation clans can get involved. The Pirate Clans unique feature allows them to be hired by either side for defense or attack. This automatically would put two hired Pirate clans at war with each other for the duration. PORT Battles as well will be acceptable. With this we have some form of retribution for those who don’t treat other same Nation clans with respect. If you’ve solo player ideas let me know. Now we need to bring all the full Divisions together to fight for the King, Emperor or Blackbeard as God intended. How Nation Guidance should work... Back Story... What NA-OW will have is an out of game back story of each Nation with traits, traditional alliances and map areas. Below, look at the four EvE Online [EvE] races with sub titles. You can get a visible image of differences within each race and temperament. https://community.eveonline.com/backstory/races/ NPC Nation Templated Mission Arcs... Imagine... In-Game you and all other same Nation PCs are sent a letter. In it a brief story outline... Example... GB Nation [ELITE] Division, Your king as requested all Englishmen to rise to the challenge to push the French from the Caribbean. This will be a long campaign and not just one or two battles. Accept the first scenario to start the campaign. Plain Co-Op 5th Rate cap epic mission dropped around K/PR. Teams of six of same Nation. Bonus multipliers apply if team members include different divisions or solo players. https://www.youtube.com/watch?time_continue=50&v=vKSR4l11oio http://wiki.wargaming.net/en/Ship:Campaigns Missions can be replayed multiple times but only rewarded once. After a few days the second letter arrives. The Map above shows French and British demarcation lines. Any French AI or PC within British waters must be sunk or taken a prize. Here the French ships deliver more rewards than other ships inside GB waters. Again, this last two three days. The next mission in groups with multi clan or solo multipliers is to raid French shipping lanes. Again, this builds into Hostility and Port Battle triggers. And so, the campaign rolls on... The rewards must multiple with French targets and with solo or different Division members in same group. So, the Campaign as moved from a PvE/Co-Op thread into a PvP one. Storylines could include craft or exploration. The French... While all this is rolling out at the same time the French receive similar posts and Campaign objects. This time if the nation is smaller in size... The Dev’s here can tweak the templates. The French maybe way too small in PvP numbers against GB. So, allied bonus may involve a local Nation like Prussia. This is the big bonus multipliers that enforce the alliances. GB players may find it odd or strange getting ganked by Prussians in GB waters... Nation Templates and Story Arcs... The templates are just that, Dev’s manage them like they would a weekend tournament. Its flexible. http://lorebook.eve-inspiracy.com/index.php?option=com_content&view=article&id=1:cosmos-epicarc-guides&catid=1:cosmos-epicarc-guides&Itemid=2 This is the [EvE] lore or story arc for all EPICs, have a look through all the structured storylines. PvE Co-Op Solo and PvP all included. It seems mammoth in size and detail. However, look closer and the missions for the four races all play the same way. Copy, Balance and Multiply... That’s the key, five core story arc templates just change names and ports or boost with allies. No new coding. We have eleven Nations; a new story line template (GB) would have a counter balance arc (the French) that then can be copied 11 times. This out of game content can be as deep or light as you like. The hook is the BLING on offer as a reward at the right stages. This with multipliers help Divisions to come together... Sorry for the length, let me know if you think its rubbish etc... Norfolk nChance [ELITE] Division GB RN Short version NPC Nation Campaign story threads. Built from several missions taking maybe a couple of weeks to complete. Encourages Multi-clan and solo participation with PvE to Co-OP then PvP conclusions against other nations. This out of game campaign drives in game content and builds player retention.
  13. Norfolk nChance

    Ship Usefulness.

    @HachiRoku Mate, an idea edit your FRONT POST. Simply list the ships discussed here in the thread with the basic PC advice change. List in order of Highest Rated with Highest BR first. And continue to update as an when The thread as pushed 6 pages and covered a lot of ground so parts get lost. Norfolk.
  14. Norfolk nChance

    Ship Usefulness.

    @woodenfish Mods are a CORE key drive component so think would be hard to do. This might work though instead... http://forum.game-labs.net/topic/25015-a-different-look-at-upgrading-and-stacking-ones-ship/ Norfolk
  15. Norfolk nChance

    Ship Usefulness.

    @HachiRoku Is this too left field, real life ship or Captain relationships offer bonuses when sailed together? https://en.wikipedia.org/wiki/HMS_Agamemnon_(1781) https://en.wikipedia.org/wiki/HMS_Victory Lord Nelson’s favorite and his flag. When these two sails together even though they are of different rates they both get multiplier buffs. They did sail together in 1781 under Admiral Kempenfelts squadron of 18 ships he in the Victory ordered the Aggie to intercept a convoy. This backstory could build from Out of Game content Campaigns. https://en.wikipedia.org/wiki/French_ship_Bucentaure_(1803) https://en.wikipedia.org/wiki/Spanish_ship_Nuestra_Señora_de_la_Santísima_Trinidad French Flag ship Bucentaure and Spanish Flag ship Santisima both sailed together at Trafalgar https://en.wikipedia.org/wiki/USS_Essex_(1799) https://en.wikipedia.org/wiki/USS_Constitution Both served together in the First Barbary War https://en.wikipedia.org/wiki/Naval_campaigns,_operations_and_battles_of_the_Napoleonic_Wars Just with a little research you can find loads of relationships between ships of differing rates. To encourage different rated ships to sail together with a practical realistic back story. Its just another mod that’s all... Norfolk.
  16. Norfolk nChance

    Ship Usefulness.

    http://forum.game-labs.net/topic/24461-lhermione-needs-improvements/ How did I miss this...? Next the Essex then Trinc...
  17. Norfolk nChance

    Idea: Mrs. nChance wants to talk about relationships...

    Guys, please use this thread instead now
  18. Idea: Mrs. nChance wants to talk about relationships... Short version at the bottom... @admin You’ll need a drink for this I did, sorry... Summary A Platform that allows all ships to be analyzed with purpose. What is its Pro’s & Con’s within its near peer group. Using this as a cross check and balancer to stop migration into just three ships while the rest are wasted. Idea: The Platform Pre-Curser... The Outsider... I haven’t played seriously for months so please forgive my mistakes. Try to bear with me as I walk you through the idea. I think NA-OW needs a ship platform pre-curser. Something like a detailed wiki page before launch. From my view it looks like we are trying to solve the problem one ship at a time and in isolation. It’s only solving the symptom and not the route of the problem in my opinion. But a worrying thread started me thinking... http://forum.game-labs.net/topic/26731-ship-usefulness/?tab=comments#comment-575347 @HachiRoku has highlighted some real flaws, with many ships sidelined collecting dust. The L’O all powerful but why? Later Rediii comments... “Atm I have 2 ships in every outpost I have: A ocean (and some santis due to wrong order) and bellonas. All other ships are basically useless except DLC ships ofc” - @dark lord rediii I like @Intrepido comment with Santi Vic and Co is the heeling profile that makes them prone to leaks. This is quoted in Real Life by the Prof in my post below on Ship structures with these ships. Still the same thread... Then we come back to the REPAIR problems yet again. Having 5 repairs in battle on an L’O making her now unbeatable. If she remains at or below 10% speed she can’t leak. L’O takes an age to get going at the best of times. To slow down also I’d think she’s quite fast compared to her peers... Patch25 I assume the overlay works at the ships speed and not at the point the sails are totally down? Patch25... Changed the leaks/speed dependence (ships were sinking too slowly before) You only get the 50% leaks reduction if you are stationary From 10% speed up to 80% speed leaks works without bonuses or penalties (just like before the patch) From 80% speed and up to 100% they gradually rise to 150% To get full benefits of leaks reduction (to get a chance to repair the ship - you have to stop your vessel). The wind, and leeway am guessing may play against the Vic and Santi here over the L’O with inertia. To reacquaint myself I thought I’d have a look at the recent PB battle reports... http://forum.game-labs.net/topic/21607-caribbean-great-battle-results/?page=123 So, didn’t take long. Tanked out fleet L’Os with a speed Bellona and the rest a DLC LeRq as a BR top up filler that’s it. Just the screen shot images show this is the winning side every time. Mortar Brigs no good against L’Os? or too many to be effective? A Question is mod stacking an issue anymore or not really? Let’s start Solving the Problem not the Symptom... A Platform Pre-Curser... I don’t mean to be critical but it looks like we’ve gone backwards here. What’s needed is a proper way to look at all the ships not just the top three and analyze them. How do they all inter relate with one another? At the moment we have a total of 50 ships we can play in game. Next, we need to group them... Forum, Naval Action, new title thread called “Ships”. Subsections “1st Rate” to “7th Rate” maybe with the trader ships in a separate section. Then you guessed it with Ship name in its grouping. http://www.navalactionwiki.com/index.php?title=Ships http://www.navalactionwiki.com/index.php?title=L%27Ocean Ships 1st Rate L’Ocean Santisima Victory 2nd Rate Bucentaure St.Pavel Each Ship POST is started by a Dev with an opening profile, what the ship did in Real Life and why it is in the game. Speed profiles, repair times and ratios. Who is the ship’s immediate Peer Group, one above one below? TAGS How do they relate to each other? https://steamcommunity.com/sharedfiles/filedetails/?id=640575000 You remember this little gem of a guide above. So, comparing just three ships against each other. Read through how he links the peer groups. Now look at this [WoWs] GB Leander Cruiser below. So, quick intro what does it do? Then the basic stats. “Player Opinion” is always written the same way... It gives the ships general purpose, then where does she sit within her peer group. Then the downside features and warning. How the ship best functions within the game. Next a Pro’s and Cons list in relation to a ship rating and peers. You get the idea. For NA then we’d may suggest build types mods, perks and captain skills http://wiki.wargaming.net/en/Ship:Leander Why is this important? Currently the Pro’s & Con’s for each ship no longer fit inside their peer groups. This means an accidental Super Pro can relegate all its peers. This left to fester, results in the majority of ships sidelined with only a Bespoke handful ever getting used. The Pro’s and Con’s need to be balanced against the other two Peer ships if this makes sense? Its not a case of just alliterating how the repairs work unless it balances out against the other ships. Summary The reason why we now only need three ships is because their Pro’s were never counter balanced against their individual peer group. Using an open forum platform will allow you the testers to fully break down the ships properly. Maybe starting with the L’O, Santi and Vic... The Buc and Pavel then, and so on... With new ship additions or mechanics then the Pro & Con needs to be checked and do they still balance against the near peer group? This will stop drift and help continuity going forward. @admin I believe prefers the PC to explore his Caribbean and through trial and error work out what a ship can and cannot do. This idea looks like we are giving too many secrets away. However, I slightly disagree with my beloved Essex sat in dry doc. Not all secrets need to be given, but why is the Frigate in the game, what’s its purpose? And who are her peers? What is its pro’s and con’s...? This will I believe have more ships used in NA-OW... Thank you for taking the time read my poorly worded script. If you think its rubbish let me know and if you can do better likewise... Norfolk nChance [ELITE] Short Version... Focusing on solving problems becomes an issue when they only turn out to be a symptom. A Forum for individual Ship lists broken down to include near Peer grouping. This then to test Pro’s & Con’s against the Peers. Why it’s in the game and purpose. Using the Peers as a cross check balancer will stop the isolationist migration into just two or three ships while the rest collect dust. Couldn’t think of any joke about relationships...
  19. Norfolk nChance

    Idea: Mrs. nChance wants to talk about relationships...

    The Essex not as fast as the TRINC its TurnR is smaller 3.29 v 3.35 as well. If these numbers are not current apologies. With Bow chasers would bring her in line with the 30 less crew it sits well. Unfortunately, the L’Hermione becomes a distant poor third now. Not much speed better turnR but under powered. The Essex Bow and TurnR buff pulls her away... This is the problem Norfolk
  20. Norfolk nChance

    Idea: Mrs. nChance wants to talk about relationships...

    @Slim McSauce Thank you for the kind words, I’ll pass along your compliments to the money pit from hell @Lovec1990 This is a big part of the problem understanding why it’s being nerfed. One ship sidelines its peer group (one above and the one below) then it influences the next +2 above and -2 below and so on. This depending on the Pro is migration creep... This is how we get to just 3 ships. The solution is the Peer group cross check. So, if one ship has a Pro above the other two, it needs to have con’s against. The original Santi, L’O and Vic I thought played nicely off each other and balanced. From a Heavy defensive Gun platform to the largest fire output of any ship, to the very maneuverable vehicle that still delivers a kick. The problem like @hachi points out is the lower end... what unique features are needed? Peer Group low to high L’Hermione - Essex - Tricomalee - What are the real differences between these three bearing in mind the position? More uniqueness needs building in. In Hindsight and going forward by doing the Pro’s and Con’s for each gives better game depth... In theory anyway... @HachiRoku You did a brilliant thread and I blame you for my relationship with Mrs. nChance. The only balance the F14 has or had over the F22 was its time in history. In 1974 the F-14 Tomcat was there ready, but otherwise no none. By building small sets of 3 peer groups up and down the rating system will allow that diversity to unfold. No new ship should be introduced otherwise. Using specific RvR missions or tasks is not the way. Maybe multiplier bonuses apply to the Essex when sailing with the Bellona. The Con side must be built it as well like repairs slower than the other two... again just clutching at straws here... But same weighted mechanics Rock Paper Scissors for L’Herione, Essex and Trinc… thanks for the feedback guys NnC
  21. Norfolk nChance

    Work in progress: Dreadnoughts

    Norfolk nChance o7
  22. Norfolk nChance

    Work in progress: Dreadnoughts

    @Andre Bolkonsky Makes sense, and assume not that reliable spotting targets either. With Jutland I’ve two questions... Communications, how did this happen between fleet Dreadnaughts? Beatty and Jellicoe seem to have issues between command. Directing your own fleet was it still Flags, flashlight or Radio by then? The German Torpedo Boats, were these light destroyers like the V-25? I assume real submarines came much later on towards the end of the war? Norfolk
  23. Norfolk nChance

    Ship Usefulness.

    Ship structures under sail and under gunfire By Prof. Francisco Fernández-González http://oa.upm.es/1520/1/PONEN_FRANCISCO_FERNANDEZ_GONZALEZ_01.pdf If you want to deep dive the 74-gun Bellona, Victory or Santisima and the Constitution. This is it. Models at the end and different construct methods of the French to Spanish and English and why. Might be more @Fluffy Fishy area of expertise. https://en.wikipedia.org/wiki/Sloped_armour NnC
  24. Norfolk nChance

    A Strategy & Tactical Build for the US Space Force (USSF)

    @Sir Lancelot Holland https://www.researchgate.net/publication/271644766_The_Influence_of_Alfred_Thayer_Mahan_upon_the_Imperial_Japanese_Navy The IJN adopted Mahan’s decisive battle theory only in my opinion. This without going for the vital choke points first. This is very over simplified but they built overly large ships rather than many more small cruisers destroyers or submarines. The Allied Forces had no other route than starting at the Coral Sea and working there way up. Too much ocean Central Pacific while going North would meet the might of the IJN Navy and air force. https://en.wikipedia.org/wiki/Pacific_Ocean_theater_of_World_War_II IJN could have tied down Allied forces through the many thousands of islands with the shallow ports. Just a view. Norfolk.
  25. A Strategy & Tactical Build for the US Space Force (USSF) This is a tad left field, a sort of future History... The Naval Action community once again amazes me at the depth of knowledge and passion you carry for military theory from all ages covering Land sea or air. We look back with the advantage of hindsight (or God Mode) citing ways Generals, Admirals or Countries used someone’s strategic theory to win or lose. With this in mind and following @admin lead “only hardcore will do”. Let’s take Hindsight or God Mode away to see if we can still solve a military challenge. Task. YOU as a Military Strategist tell me Why the United States needs a Space Force by 2020? How will it be able to achieve tactically its (USSF) objectives over the coming 10 years 2030? What are its Objectives? Battle Strategy ideas and thoughts. I’ll write my thoughts over the weekend, I would love to hear yours. War domains now cover Land, Sea, Air and Cyber with Outer Space just 60 miles straight up to be the next theater... https://www.youtube.com/watch?v=LaSnwTjnhQE Mike Pence outlines plans to create the USSF https://en.wikipedia.org/wiki/United_States_Space_Force https://en.wikipedia.org/wiki/Outer_Space_Treaty https://en.wikipedia.org/wiki/Militarisation_of_space https://en.wikipedia.org/wiki/Theater_(warfare) (part of the war series) Outer Space as been under funded by the United States for decades allowing other countries and Private Corporations to catch up. The US losing its cold war dominance now sees potential future threats from Russia, China, and India. This from an NSA report to the Pentagon in 2017. Private Businesses with launch vehicles from SpaceX, Boeing, Orbital ATK are cutting out NASA from the lucrative Satellite business just through its years of underfunding now needing to play catch up also. How will @Sir R. Calder of Southwick a real-life professional Navy man's knowledge tackle this unknown future threat. Will @Sento de Benimaclet use his knowledge of Vo Nguyen to solve the complex problem? Am sure @Louis Garneray will fall back on the popular On-War theory... Maybe @Sir Hethwill the RedDuke comes up with a simple Logistics operation using the ordinary man behind the machine? Without hindsight, let me know what you’d do to protect effectively America’s interests in Outer Space over the next 10 years. Norfolk nRocketman
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