Sea Power

Sea Power

Task Force Mode is the future of this game
While the previous campaigns were... fine and the stand alone missions were fun the new Task Force mode and the new strategic layer that it brings is orders of magnitude more satisfying. Normally when you start a mission the ships you have are the ships you are given but with TFM the ships you have are Your ships that You chose for Your reasons. It grounds you in the world and gives narrative to the mission objectives in a way that is absent in other modes. You can't afford to lose the flagship because that is the ship that You are on. While some ships might be technically expendable, you know that that are no remaining replacements in theater and it might take multiple ships to replicate their capabilities. The mode forces you to get good at certain ships instead of being ok at all of them. TFM also opens up all kinds of possibilities for replay ability and challenge runs. Want to beat the campaign without helos? You can try it! Want to beat the campaign with only frigates? You can try it! Only one hull type? Try it! No standard missiles? Try it! Minimum ships? Try it! Play the campaign with custom user made ships? (Set it up and) Try it! TFM still has space for news and exposition but is superior in every way to standard campaigns. Not only do I hope all future campaigns come out as TFM. Consider this a formal request to remake the existing campaigns using the Task Force Mode. It is just SO much better.
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Showing 1-15 of 27 comments
I am absolutely loving the new campaign mode, however the repairing of ships is possibly leaving me confused as in the first mission my flagship took a rocket from one of the planes. I have repaired my ship, however apparently doing so with a mission selected only repairs it for that mission. If I select one of the first set of optional missions I was given that isn't the mission that was selected when making the repairs returns the flagship to moderate damage status on the task force display. But this has infinitely been more fun in Sea Power then I've had since launch and that's not to say the game isn't fun. Its just a far more fun mode lol
i agree the new tast force mode is apsolutely the future, one thing id love to be added is the ability to customize ammo count on somthing like the OHP or any ship with a MK13 launcher instead of 40 SAMS or 34 and 6 harpoons you can take say 30/10 or somthing, that would be cool, maybe cap it at 10 or 12 harpoons for balance but stil! and add some more content for australia and japan, as there is 0 reason to choose either as captians, australia is great with the ohp's but japan has no asm to start wth. (yes i know their navy till the 90s was for ASW) Or add the option to mount 1 or 2 119 penguin asm's to the SH2
but i love the campaign so far, got stuck on the kirov mision and due to errors i made in the game i restarted twice now.
Have to agree. This is a major step forward in the development of sea power. I hope scenario designers start doing campaigns again.
Personally, I can't wait for a mercenary world campaign. I want to use weird combinations of vehicles and weapons.
Originally posted by Dakota~:
add some more content for australia and japan, as there is 0 reason to choose either as captians,
Sure there is, the challenge of it! ;) (and at least for Australia, they already have all the ships they had in '85)
It is very good - but the issue is it's a designed set piece campaign, which makes it much higher quality but also very time consuming to design, test and build. The same lego pieces we've been playing with just turned up to 10.

I'm really hoping the scriptable AI changes will be meaningfully impactful - especially with an LLM writing assistant as this should allow for some truly dynamic situations.
Please no LLM I don't need Shakespeare in my between mission briefings. Keep it brief I might say.
Originally posted by Salty:
It is very good - but the issue is it's a designed set piece campaign, which makes it much higher quality but also very time consuming to design, test and build. The same lego pieces we've been playing with just turned up to 10.

I'm really hoping the scriptable AI changes will be meaningfully impactful - especially with an LLM writing assistant as this should allow for some truly dynamic situations.
No LLM designing scenarios pls.
I agree, not to mention adds a bunch of replayability. Loving this mode and game again. Also like the fact that we dont just get a carrier for easy mode, having to actually work for it.
Originally posted by YouSuckYouNoob:
I agree, not to mention adds a bunch of replayability. Loving this mode and game again. Also like the fact that we dont just get a carrier for easy mode, having to actually work for it.
There are so many more interesting scenarios for SAGs than there are for carrier groups, once a super carrier arrives the US has won, the only thing in question is how quickly.
It is fairly easy to see what the dynamic campaign will look like now given this new mode. Can't wait for that. Hopefully they will expand mission types too.
Originally posted by DougNC:
It is fairly easy to see what the dynamic campaign will look like now given this new mode. Can't wait for that. Hopefully they will expand mission types too.
i cannot wait for the dynamic, its the sole reason i bought the game on release was the hope theyd bring that.
The new task force mode is honest to god my favorite addition and ive put more hours into that then the rest of the game.
TFM really ties the room together.
Really digging it. Would love the ability to spend points on restocking though in lieu of units. I understand why the devs do it but nothing worse then jumping in to a mission with basic minimal ordanance. Maybe it's my TF makeup though.
Yep, TF mode is awesome! The only real question is will the folks who like to do scenario designs make TF campaigns. From the looks of it, its a non-trivial amount of work and I'm concerned that after i play this to death, I will have to wait for the dynamic campaign. Time will tell.
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