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Ryzil

Unified Ship Speed for Team Battles (and Future CWs)

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216 posts
2,239 battles

So now that we are able to compete in team battles (which is leading to clan wars battles most likely) players are going to need to move and advance as a group more than ever. Now in team battles you see cruisers playing a more of a AA support roll, carriers might want to move along with the team, and battleships will more than likely move in a tight group, but what happens when a team has a slower member like a Colorado on the team. The Colorado can only go 20 knots and if the team also has a Nagato in it which can only go rather full speed witch is to fast or go 3/4 speed which slows him down below the Colorado's top speed which causes the Nagato to flick the speed up and down the entire match (this applies to all the different types of ships since most have different top speeds).

 

So what can be done to help unify the speed of the teams ships?

-Well WG could allow us to have more precise speed control that enables us to pick each knot that is available to engage from the ship that is being used.

 

-Another possible control is giving a % of power being used, this way a player can run his Colorado at 100% while the teammate Nagato can travel the same speed while running at 85% power (not an accurate %, just used it as an example).

 

-Also WG could (if possible) set up a function where if you want to travel the same speed as a slower teammate you can select this teammate and choose to travel the same speed as him and the same selection function will allow the slower ship to request the teammate to travel at his speed.

 

Now this isn't a needed function to play the game, all this will do is allow teams to execute plans/engagements more precisely. Just an idea, comment if you like the idea, if you have a better solution, or if you think that this would be a wasted/useless function.

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Alpha Tester
1,637 posts
7,230 battles

 

 

 

-Another possible control is giving a % of power being used, this way a player can run his Colorado at 100% while the teammate Nagato can travel the same speed while running at 85% power (not an accurate %, just used it as an example).

 

 How is this different from having 1/4, 1/2 etc?  after all, having engine set to 3/4 is the same as going as 75%.

 

If Nagato must change his engine settings periodically, so be it.  That will make the difference between an average Nagato player and a good one.

 

Also, having ships move in straight lines is simply asking for trouble. As ships zig-zag and maneuver, speed is lost. A good commander will use this to pace himself with other ships~ if he draws too far away, he will zig zag to slow himself down.

 

Ships having different top speeds is part of the balancing.

 

 

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Member
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2,239 battles

How is this different from having 1/4, 1/2 etc?  after all, having engine set to 3/4 is the same as going as 75%.

 

Sorry, should have explain this one a little better, and I do understand that the current speed control is basically 25%, 50%, 75% and 100%. What I was trying to state on the % control was give us more sections such as 10%, 20%, 30%, ect all the way to 100%, something a little more precise than the 4 options chooses.

 

Not going to disagree with your zig zag statement, its true that any ship that travels a strait line is also quickly traveling to the bottom of the sea. I just don't see where it would hurt to give the players a little more control over their ships would hurt.

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