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BuckleUpBones

Convoy” battle mode

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Hey, everybody has thought about some sought of convoy game, something different to play, here a idea:


Two teams, 8 defenders and 8 attackers, and the defending team to have 4 extra cargo ships (12x8 players or numbers to be determine through testing)


Two match game, after MM players would be locked into two matches, one as defender and one as attacker, cargos ships will stay with the defending team.

Goal is for cargo ships to reach one of 4 ports within the map   - end of match criteria, if all the cargo is delivered.

Defenders to (obviously) defend the cargo ships   - end of match criteria, if all attackers are sunk

Attackers to (obviously) sink all the cargo ships   - end of match criteria, all cargo ships are sunk or if all the ships are sunk


Also victory to defenders if at least one cargo ship reaches port but only 20% reward for un-delivered cargo

I suggest tier 6 but maybe tier 4 to 6 for numbers

To be played on the largest maps available.

Spawning spots and ports to be setout in a Y configuration or setout to at least try stop attackers from initializing port blockades in the beginning of the game.

Maximum two DDs per team, one CV per team.


If cargo ship where AIs it would be too easy to predict their actions, so for users, cargo ships like the “Liberty” class to be on the tech tree at T6 or highest tier of the mode. Cargo ships should have a solid AA, armament and the lowest concealment, e.g. 5.5km. Cargo ship players would choose their cargo type (rewards) to deliver in the UI port by way of mods. Rewards for delivering cargo should be very substantial, so instead of players seal clubbing, players could just go and do a couple of cargo runs for their credits/bonus.


However, this could be very good for co-op and just the very type of extra game co-op is looking for.

Ditto but it would be one match per game, AI cargo ships and randomizes attacker or defender game types.


 

Added:

Option to be tested: 7 defenders + 5 cargo ships and 8 attackers, one ship to stay with attackers for the second game – selected by random event or by first choice option button


Option to be tested: Cargo ships can be captured and attackers able to loot the cargo

Edited by Yul_Brynner

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Different change of pace. I like this idea.

 

 

Good point, sometime I do find myself scrolling through my ship list for a different or a “change of pace” game, a non-combat or passive game, like a cargo ship run, to sit back with my coffee and watch others fight it out!

I guess that WG doesn’t like passive play but with 8x8 defender/attackers, extra cargo ships won’t actually effect the combat aspect.

Edited by Yul_Brynner

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The escort team is in disadvantage

 

 

That why the cargo ships have to have low concealment so they can’t be sniped

And solid AA, also armament to balance DDs defense

Edited by Yul_Brynner

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Alpha Tester
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That why the cargo ships have to have low concealment so they can’t be sniped

And solid AA

 

They still can be sniped

 

Get spotted

DD start making Torpedo wall

 

??????

 

Profit

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Beta Tester
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yeah the problem is the torpedo wall. specially if the convoy is AI controlled. there are no players selfless enough to take the torpedo for the convoy. if the AI is good as eurobeat when it comes to dodging torpedo then it will work :teethhappy:

 

or maybe this mode can be played in co op battle only, because AI are not that good. like that new mode in coop where you are outnumbered in protecting the middle  cap point and AI will charge at your position.

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At T6 only the Mutsuki could produce a 6x10km torp wall, with teamwork the cargo ships shouldn’t be on its own , at 5.5km (cargo ship concealment) not many ships survives a torp drop.


Or the captured option would come into play.

 

So I think that the torp wall has been de-buff and can be put into the realm of general game play, agreed.

Edited by Yul_Brynner

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I think there a Liberty class ship wreck on the map Trap, just to the east side of the centre volcanic cone (island), in the cove/bay

Just noting, probably a static model – like an island

 

Edited by Yul_Brynner

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There was an "escort" quest type mode way back in early Alpha that was actually quite fun.

 

All bots on the enemy side, 7 players on the defenders side.

 

That’s interesting, devs would probably full back to that quest mode first, to release something to collect stats before producing something new

Edited by Yul_Brynner

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One way to maybe balance would be to force defenders to stay near the transport

IE BB 5k Cruiser 10k DD 15K

and for each ship in this range the Escorted Freighter gets a Damage reduction/invulnerability when a ship is in these ranges forcing the attackers to go for escorts first.

Say 1BB = 75%

1CR =50%

1DD=25%

or other numbers these are just some off the cuff ones.

Yeah it forces some to stay bunched up but it would prevent the Torp Wall solution to some extent.

(sorry to keep editing but)

and maybe add some buffs from the transport end like consumable resupply and such IE DD so&so uses all his smoke goes back within 0.5K of supply ship staying there for gets one additional charge of smoke for every 30-60 sec he there until he's back to his normal maximum

Edited by Sprucanman

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I had another thought on the escort mission topic...

Landing craft...

IE you take a troop ship of some sort be it an amphib or other such and your goal is to go to beach heads like the ABC to capture them it would make the escort missions a little more interesting if you had someone driving the escortee and if they had things such as this they could do to earn points/xp/credits people would probably willingly drive them.  If for nothing other than a change of pace.  And it would open up what amount to opposed escort with now Gator Freightor One is trying to take beachhead A from Red team while he cant move and needs artillery support or his landing craft launch will be destroyed (like when taking hits during CAPPING) by the landing area.  But that's where things start getting a bit complicated I mean it just leads right into Q-ships and their crazy ideas of armament...


 

Can anyone clean this up for a simple form of implementation?  Or did I just go off the deep end.

Edited by Sprucanman

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A bit late to the discussion, but I thought about a convoy mode as well, perhaps where the defending team is successful they could earn cosumables (the cargo) and the offensive team could earn slightly more xp, you could also make it random going ito the game as to which team you'll be assigned to. The convoy could be controlled by bots, if the ships were armed merchant vessels with an AA suit and light guns, it could help balance out any dissadvantage the defenders might have. Also there were plenty of examples of merchant ships requiring multiple torpedos and gun shots to sink, often after they have surrendered. So some tanky ships that can give DDs hell when they get close would actually be a pretty fair fight. Such a mode would make a great change of style and tactics from the usual battles, and would be a good representation for a lot of the combat missions during the war.

some examples of defensive weapons armed merchant ships carried would be catapult fighters - Sea Hurricane "Hurricats", older 6" guns, some of the british ships used the BL 6 inch mk XII from the first world war (same as on the Danae class crusers) and Oelikon 20mm and Bofors 40mm AA guns, amongst a variety of others.

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