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Sy_dn_ey

If they had both arcade and realistic mode, which would you play more?

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I was wondering about this, if they had both arcade and realistic mode similar to War thunder, which would you play more?

 

If it was me, i would prefer realistic... the ships are going to be, what they were, is what you get, end of story.... even if i was in a destroyer and had only 10 torps and that's that, if historically, that's all they had.... then i have to run for a base zone or cv to reload.

 

Honestly, i think it would be far more enjoyable?

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PS i don't really know how the different modes work in War Thunder?... i have only seen the different versions played on YouTube and noticed them talking about arcade and realistic and that is how the idea came to my mind.... then i thought, oh that would be nice in WOW

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Beta Tester
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Since there no realistic mode i cant tell how fun it will be.. i mean how dmg system work ? any unrealistic skill will be remove ? weapons will reflex the real world  attribute (then Japanese Torpedoes rules again) ? How visual/spotting system will work in realistic mode ?

 

Is just too many questionable how stuff will work and i cant really tell what will be like in so called  realistic mode you talking so guess i have to wait till WG implement it (which might never come) :D:D:D

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The last time it was tried in WoT (anyone actually remember Historical Battles?) it failed dismally as the match making just doesn't work.  Everyone wants to play their favourite ship (or in WoT Tiger) which extends the queue time exponentially.  

Let's take the Battle for Guadalcanal as an example -

USN: 

 

IJN: 2 x BB, 1 x CL, 11 x DD

USN: 2 x CA, 3 x CL, 8 x DD

 

Now knowing how players go - we would see 20 IJN BBs lined up, no CLs and a dozen odd of the highest tier DDs available.

 

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How realistic mode would work in WoWs

 

 - Limited Ammo

 - Very limited torpedo

 - Speed increases the lesser ammo left

 - No lead indicator for torpedoes (teamkilling spree)

 - Ship conning tower level POV

 - You cannot stay on full speed (flanking speed) for too long

 - Aircraft spotting gets blocked by islands

 - Shooting guns will show your position no matter the distance (no invisifiring)

 - Sitting in smoke will make you completely blind. You cannot see ships spotted by your teammates (like during cyclone)

 - You cannot see ships that only your teammates can see

 - Aircrafts has limited fuel

 - Overpens under the waterline will cause flooding

 - If your ship gets any part of it damage saturated will make you incapacitated (unable to move) and will slowly flood (unrepairable)

 - Engines and rudders can be completely destroyed

 

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How realistic mode would work in WoWs

 

 - Limited Ammo

 - Very limited torpedo

 - Speed increases the lesser ammo left

 - No lead indicator for torpedoes (teamkilling spree)

 - Ship conning tower level POV

 - You cannot stay on full speed (flanking speed) for too long

 - Aircraft spotting gets blocked by islands

 - Shooting guns will show your position no matter the distance (no invisifiring)

 - Sitting in smoke will make you completely blind. You cannot see ships spotted by your teammates (like during cyclone)

 - You cannot see ships that only your teammates can see

 - Aircrafts has limited fuel

 - Overpens under the waterline will cause flooding

 - If your ship gets any part of it damage saturated will make you incapacitated (unable to move) and will slowly flood (unrepairable)

 - Engines and rudders can be completely destroyed

 

 

Don't forget that a hit at those IJN Oxygen torp will result in a (very big) explosion.

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How realistic mode would work in WoWs

 

 - Limited Ammo

 

Thats in War Thunder

 

 - Very limited torpedo

 

Very limited number of bombs in war thunder

 

 - Speed increases the lesser ammo left

 

Not sure?, but probably fuel would do this too

 

 - No lead indicator for torpedoes (teamkilling spree)

 

Such is life for the real navy folk in ww2

 

 - Ship conning tower level POV

 

?

 

 - You cannot stay on full speed (flanking speed) for too long

 

Engine overheating is in war thunder

 

 - Aircraft spotting gets blocked by islands

 

Well the spotter aircraft fly much higher in reality, so probably justified to ignore that problem.

 

 - Shooting guns will show your position no matter the distance (no invisifiring)

 

damn straight it would!

 

 - Sitting in smoke will make you completely blind. You cannot see ships spotted by your teammates (like during cyclone)

 

Well actually this is interesting with the new radio detection trait.... ships who are using invisibility could not spot for other ships because they cannot use their radio... other ship use radio to report to teammates including in smoke where enemy is.

 

 - You cannot see ships that only your teammates can see

 

Radio

 

 - Aircrafts has limited fuel

 

don't you mean aircraft has less limited fuel??

 

 - Overpens under the waterline will cause flooding

 

Well you need proper zones.... some areas may be permanently flooded and sealed off.... further penetrations in that same zone cannot add any further flooding damage because its already flooded.

 

 - If your ship gets any part of it damage saturated will make you incapacitated (unable to move) and will slowly flood (unrepairable)

 

What historical events support this rule?

 

 - Engines and rudders can be completely destroyed

 

Indeed! Sitting duck.... now you know how Bismark feels!

 

 

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Don't forget that a hit at those IJN Oxygen torp will result in a (very big) explosion.

 

USS White Plains has liked your post!

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Don't forget that a hit at those IJN Oxygen torp will result in a (very big) explosion.

 

Calculate probability based on number of historical occurrences - would it be higher or lower percentage than magazine detonation?

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 - Ship conning tower level POV

 

?

 

Aiming down sights give you a much higher POV right, specially when using spotting planes? Realistic mode will only let you view from the highest part of your ship.

 

 

 

 - You cannot see ships that only your teammates can see

 

Radio

 

Hearing is not the same as seeing. If i radio you that a ship is in XY axis, can you see it from inside the smoke? Nope.

The best example would be during a cyclone. Anything outside you can't see but your allies can see will only show up on the minimap and would look like this dc5aMvW.png

 

 

 

 - If your ship gets any part of it damage saturated will make you incapacitated (unable to move) and will slowly flood (unrepairable)

 

What historical events support this rule?

 

damage saturation is basically recieving too much damage to a part of a ship. Imagine what "too much damage" is like. It's nonesense that you can still recieve 100 torpedo hits on a damage saturated part of your ship and still sail on as if nothing happened.

 

Edited by Loshirai14

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POV, got it thanks.

 

Good Idea on radio.... and not knowing friend or foe at very long range spotting unless a teammate closer by tells you.

 

Damage affecting performance - also a very good point, however, the effects of damage are not immediate on performance unless directly damage engine or steering. If a zone is damaged and your crew fail to stem the flooding and have to seal off that zone, the weight of the water slows your ship speed and steering somewhat. However many zones can be flooded and not sink depends on historical nature of the ship.

 

Lets say your main citadel is flooded and sealed off and if that ship historically could survive that, you sail on slower and with less steering....(or mebe you are immobilized entirely, but not sunk) however, anyone else trying to citadel (or even torp) you in that same zone will be disappointed. So there is that small advantage.

Edited by Sy_dn_ey

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How realistic mode would work in WoWs

 

 - Limited Ammo

 - Very limited torpedo

 - Speed increases the lesser ammo left

 - No lead indicator for torpedoes (teamkilling spree)

 - Ship conning tower level POV

 - You cannot stay on full speed (flanking speed) for too long

 - Aircraft spotting gets blocked by islands

 - Shooting guns will show your position no matter the distance (no invisifiring)

 - Sitting in smoke will make you completely blind. You cannot see ships spotted by your teammates (like during cyclone)

 - You cannot see ships that only your teammates can see

 - Aircrafts has limited fuel

 - Overpens under the waterline will cause flooding

 - If your ship gets any part of it damage saturated will make you incapacitated (unable to move) and will slowly flood (unrepairable)

 - Engines and rudders can be completely destroyed

 

 

you forget couple of things

- Shell travel time, would be almost roughly two and half times longer. Imagine your shoot lead indicator show 30 second lead for 15km target - instead of standard 10s

- No tracers, you keep track of your shoot by observing water splashes  !  which one is your splashes ? we will leave it for you guys to cordinate betwen yourself

- Your damage control need half hour to put down a fire, and sometimes they failed to control flooding 

- Ship inside 26.5km (horizon - limit of visual line of sight) would always be spotted

- Since WoW, scaled and fasten everything by factor of 3 - congratulation all Ship would be 3 times more slower and  sluggish !

-Your rangefinder (binocular view) no longer show shell time on target, only varius stripped representing distance, tables showing your shell velocity speed, and build in calculator - time to re-learn those trigonometry from elementary 

- You cant shoot directly through bow or aft without damaging your ships

- Every shell will have kinetic damage and produce spalling when it hit your ships

 

Edited by humusz

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- Ship inside 26.5km (horizon - limit of visual line of sight) would always be spotted

 

Not even that, it would be a variable based on where your highest spotter is and the height of an enemy mast/superstructure ;)

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Not even that, it would be a variable based on where your highest spotter is and the height of an enemy mast/superstructure ;)

 

True, might need to show black smoke from funnel as indicator of ship looming byond horizon as well 

Also, need swaying ffect to simulate seasickness :trollface:

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you forget couple of things

- Shell travel time, would be almost roughly two and half times longer. Imagine your shoot lead indicator show 30 second lead for 15km target - instead of standard 10s

- No tracers, you keep track of your shoot by observing water splashes  !  which one is your splashes ? we will leave it for you guys to cordinate betwen yourself

- Your damage control need half hour to put down a fire, and sometimes they failed to control flooding 

- Ship inside 26.5km (horizon - limit of visual line of sight) would always be spotted

- Since WoW, scaled and fasten everything by factor of 3 - congratulation all Ship would be 3 times more slower and  sluggish !

-Your rangefinder (binocular view) no longer show shell time on target, only varius stripped representing distance, tables showing your shell velocity speed, and build in calculator - time to re-learn those trigonometry from elementary 

- You cant shoot directly through bow or aft without damaging your ships

- Every shell will have kinetic damage and produce spalling when it hit your ships

 

 

You could have genuine sim mode, but who would have time for it? I am talking about a realistic mode limited by having to have time compression and PC power limitation is there too unfortunately - but even within those limitations, i think a very good realistic mode could be done

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Don't forget that a hit at those IJN Oxygen torp will result in a (very big) explosion.

All torps are prone to detonate. IJN is aware of this, did experiments on this(using the target ship Tosa IIRC) and their cruiser design had this in mind.

Take the in-game Myoko(hull B/C for after 1941 status, hull A has the same armament as 1936 status but some details were modelled incorrectly) for example, the TTs are below the aviation deck and the after bridge. A torpedo detonation will most likely ruin the aviation deck and the after bridge with the after mast, but the rest of the ship can still be in combat shape.

This layout is shared with the Mogami-class and the Tone-class. The 6-gun units are similar. Takao-class is different, probably due to balance issues IIRC.

Wikipedia's Japanese page of the Ibuki-class(modified Suzuya-class) claimed Ibuki will have her aft mast moved to be directly before the X turret.(Mogami's aft mast is by the smoke funnel, integrated with the aft bridge) This may due to the purpose of protecting the aft mast from a torpedo detonation.

The in-game Zao is probably a creation of the Japanese Maru magazine. In this design, the TT was moved to the stern of the ship with the aviation stuff (catapult, seaplane and aircraft crane). A detonation will only make the ship loss her torpedo and aviation capabilities. The rudder will be undamaged cuz the force of the explosion goes up.

Destroyers, however, are small and unprotected ships that are very likely to sink. Protecting the ship from being severely damaged by torpedo detonation is impractical and useless.

Edited by _Halcyon

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All torps are prone to detonate. IJN is aware of this, did experiments on this(using the target ship Tosa IIRC) and their cruiser design had this in mind.

Take the in-game Myoko(hull B/C for after 1941 status, hull A has the same armament as 1936 status but some details were modelled incorrectly) for example, the TTs are below the aviation deck and the after bridge. A torpedo detonation will most likely ruin the aviation deck and the after bridge with the after mast, but the rest of the ship can still be in combat shape.

This layout is shared with the Mogami-class and the Tone-class. The 6-gun units are similar. Takao-class is different, probably due to balance issues IIRC.

Wikipedia's Japanese page of the Ibuki-class(modified Suzuya-class) claimed Ibuki will have her aft mast moved to be directly before the X turret.(Mogami's aft mast is by the smoke funnel, integrated with the aft bridge) This may due to the purpose of protecting the aft mast from a torpedo detonation.

The in-game Zao is probably a creation of the Japanese Maru magazine. In this design, the TT was moved to the stern of the ship with the aviation stuff (catapult, seaplane and aircraft crane). A detonation will only make the ship loss her torpedo and aviation capabilities. The rudder will be undamaged cuz the force of the explosion goes up.

Destroyers, however, are small and unprotected ships that are very likely to sink. Protecting the ship from being severely damaged by torpedo detonation is impractical and useless.

 

Depth charges are also open on the decks of destroyers, and probably some must have had some mines as well..... i wonder if they ever dump the depth charges overboard during surface engagements??

 

I was just looking up depth charges on wikipedia... shocked to read a story that a US congressman decided to tell the Japanese to set their depth charges deeper resulting in the loss of at least 10 American subs and 800 seamen killed! ( U.S. Congressman Andrew J. May)

Edited by Sy_dn_ey

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You could never have "realistic mode" the game would go too long, even if you factor it by 3,

 

You would also have to change all the HUD readouts, since ships don't use klms, and guns are trained by bearing using both degrees and radians.

 

 

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You could never have "realistic mode" the game would go too long, even if you factor it by 3,

 

You would also have to change all the HUD readouts, since ships don't use klms, and guns are trained by bearing using both degrees and radians.

 

I dont think theses guys want to go that far, they just want something a little bit less arcade such as limited ammo, no mini map,  one shot kill etc etc.

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