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Unraveler

Tanking for Teammates

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Beta Tester
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7,494 battles

It would seem the general design goal of this game is for Battleships and Cruisers to work closely together. Battleships provide the big guns and heavy armour, while Cruisers provide fires engagement flexibility and protection from Carriers and Destroyers. So imagine this scenario... Battleship boldly pushes a flank (please suspend disbelief for a moment) with Cruiser ally sticking close by, when suddenly they encounter an enemy Battleship. Which of the following is most likely to occur:

 

A - The two Battleships engage each other in a titanic duel while our friendly Cruiser uses fires engagement flexibility to cripple the wicked Red enemy and secure a decisive victory.

 

B - The enemy Battleship one-shots the Cruiser and then the two Battleships engage each other in a titanic duel with no clear advantage for either side.

 

Option A is what the designers obviously had in mind. Option B is what actually happens when the enemy Battleship isn't a clown shoe. So what to do? How do we make it appealing for Cruisers to provide valuable escort services while also being able to benefit from the Battleship's tanking capability?

 

My solution - which is not well thought-through yet by any means - is to use an existing game mechanic: Dispersion. Similarly to camouflage, Battleships will project an aura of negative dispersion around themselves which only affects friendly Cruisers. For example, let's say this aura has a 3 kilometre radius and provides a -30% penalty to enemy dispersion. Any friendly Cruiser within 3km of their Battleship teammate will be harder to hit, and much harder to land a devastating one-shot on, making them a significantly less attractive target for enemy Battleships. Perhaps have this dispersion effect only affect enemy Battleships, so Cruisers can still engage each other without penalty.

 

Such a mechanic might also encourage Battleships to be more aggressive. Well, I can dream, right?

 

What do you think? Could this be made to work?

 

Thread moved to suggestions.

 

~amade

Edited by amade

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Member
220 posts
3,420 battles

In real life the reloading of a battleship must take a long time (no idea really) so they don't want to waste their shells on anything but another Battleship, but in the game it's not such an important factor and there lays a problem perhaps.

 

I like your idea, less rewards for easy kills that destroy anothers game..many times I've been murdered from a distance in my we cruiser by a huge BB, just because it's an easy kill..It's almost bullying 

 

I did type in chat to a BB asking why he took me out while two BB's were around me..because I can he replied, fair enough I suppose, I will try to kill a DD in my BB, fair enough.

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Member
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5,305 battles

@Orapits ... real life BB reloads and in game BB reloads are about the same. Heck, the Bismarck and Tirpirtz could reload faster in real life (18-20 seconds) than in game, and had great accuracy in real life. But, balance reasons.

 

@Unraveler ... I like your kind of thinking out of the box. Well done! Keep up the good work!:great:

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@Orapits ... real life BB reloads and in game BB reloads are about the same. Heck, the Bismarck and Tirpirtz could reload faster in real life (18-20 seconds) than in game, and had great accuracy in real life. But, balance reasons.

 

@Unraveler ... I like your kind of thinking out of the box. Well done! Keep up the good work!:great:

 

I just watched BattleShip yesterday for the 10th time..at the end they did a reload, it's one big scary job and to do that in 20 seconds was no mean feat. That was an interesting fact thank you

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[SIF]
Senior Moderator
2,563 posts

Have a look on google for BB reloads by the USN from 1940's (heap around) will show you just how fast a 16" can be loaded.

 

Something to keep in mind as well, a gun is only as accurate as the person firing it, one miss calculation in any one of several inputs can put the rounds hundreds of meters off target, even those with Radar Targeting

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Alpha Tester
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Something to keep in mind as well, a gun is only as accurate as the person firing it, one miss calculation in any one of several inputs can put the rounds hundreds of meters off target, even those with Radar Targeting

 

well

because even with "Pin-Point" Targeting, The Cannon is still a Cannon, not a Laser nor Ballistic Missile

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Member
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20 battles

There's

C - Cruiser making U turn and left battleships alone, with logic enemy battleship would choose closer target.

Even if enemy battleships trying to nail the cruiser, at least, dispersion effect will work.

And since cruiser has less dispersion, they could provide fire support from afar.

 

Although usually this scenario evolved into....

D - Enemy DD pops out. Friendly BB sink, then they came back to forum.

Or torpedo bombers, later those BB players send a report about the lack of clustered AA cover.

 

This is the disbelief scenario, but happened a lot.

While C is certainly positive, what it will evolved into is not.

The idea of aura, taking the consideration of "historical accuracy".

I don't think WG would do that.

I offered another, how about if secondaries will give accuracy debuff.

Edited by Zwelivelle

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