What if there was like a three hour (or more) game of axis vs. allies.And you could resupplie your ship and stuff. Lets say if a transport ship makes 4 supply runs you could either reload with co2 , bbs, points, or fix 50% of the damage on one ship. And this could occur every 4 supply runs. Every eight supply run you could use a salvage ship which could bring back a ship from the bottom. there could also be a fleet tug that could bring back a ship with dead batteries to the safty of a port to have new batteries fitted. this way the game is not just about getting points you really need your supplies tho keep your fleet alive kinda like real war.
I'd be really careful about designing anything that stops anybody from getting on the water & into the action. There are certain behaviors that you want to discourage, but something that prevents somebody from putting their ship on the water (because they are out of ammo, out of gas, damaged, sunk, etc.) probably isn't one of them. I think that it's important to design scenarios that encourage behaviors that make the whole event more fun for everybody, & usually that means getting/keeping more ships on the water, for more time. I like cargo-based scenarios. For one thing, it's a more accurate representation of actual naval warfare than just slugging it out for no reason other than to "score points". I would tie the outcome of the game to the success or failure of cargo operations, but not limit warships' participation. That should be the goal of scenario development, in my opinion, to try to get & keep as many ships on the water & into the action, as possible. JM
You guys know that the more you make it like real war the more you have the same problems. Vast amounts of fatigue and boredom, with breif moments of action.