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Corsair_Zero

CV rework suggestion and aircraft control

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It's quite interested me after I watching a teaser video about CV rework. how they make a new UI and controller for the aircraft. sadly they remove the dogfight mode for the fighter and making it the firework carrier (carrying a missile) who make a nonses remembering all IJN aircraft wasn't using any missile in WW 2.

I came here with a little suggestion that came in my mind after watching that video who may fit with the change the new CV playstyle

+ The first thing is about Carrier and Aircraft new Mechanism

1. makes all plane have an ammunition payload, so when the aircraft is out of ammo (releasing torp/bomb/ammunition) they will entering the "count down timing" for the aircraft returning to the carrier manually, that means we still have a control of the aircraft after launching strike, so we can dodge the incoming AA from enemy ships, also if the countdown is end the aircraft wil automaticly returning to the CV with the shortest path, means there is a chance that the aircraft will flight above an enemy ship and take heavily damage from AA.

2. we only can control 1 squadron and 1 aircraft type per flight. and can use the next squadron if the previous squadron has already landing or entering the "auto returning mode".

3. after landing, the aircraft will automaticly re-arming (reload the ammo and replace the shooted down aircraft) that means the landing aircraft will have a re-arming countdown so we can't spamming 1 type of aircraft.

4. The number of aircraft is limited depending on the hangar capacity

5. we can control the CV using manual control or using way pont mode

+ Second is Altitude mode for the aircraft

1. High Altitude mode

make the aircraft fly in high altitude. the aircraft will gain a wide range of view and less detection range from the enemy ship, take less damage from AA but with the cost lowered speed and slow manuever, also in this altitude the aircraft only can detect BB and CV.

2. Mid Altitude mode

in this state the aircraft will fly in middle altitude. making it fly with normal speed and normal manuever speed, take normal AA damage and can detect all type of ship. also the range of view and range of detection is normal for this state.

3. Low Altitude mode

in this altitude, the aircraft will gain increase flight speed but the cost is the aircraft will take more damage from AA also decrease the range of view and increasing range of detection from enemy ship. but in this state tha aircraft can detect the ship who hide in smoke screen.

+ Third is about the aircraft itself

~ the aircraft is still have the same role, Fighter, Torpedo bomber, and Dive bomber. remove the rocket flare from the fighter, that's make a nonsense. don't change the fighter role.

1. Fighter Aircraft

- for the fighter, they can enter the 3 types of altitude (low, mid, high) good for scouting the map (also wasn't change his main role for scouting).

- for the UI, make it like a FPS game, beside controling 1 aircraft we will controling 1 squadron at once, atacking the same direction (in the middle of the creen/crosshair)

- the fire counted only if the projectile hit the enemy aircraft

- have a some of shooting range before can attack enemy aircraft properly

- fighter have a higher speed rather than TB and DB, making it always moving and manuevering if we want to attack enemy strike aircraft. this also makes the player can't sit down in the back and take a free shoot of enemy TB and DB 

2. Torpedo Bomber

- fly only in mid and low altitude.

- have a slower speed rather than fighter and DB

- have a rear gunner with the same firing range with the fighter. rear gunner controlled by AI and the damage and accuracy is determined by RNG

- the TB only can entering the strike mode in low altitude

- how TB strike is more likely what we seen on the video, but removing the torp blind spot from the indicator so if we drop the torp too close they will not cause any damage and if we drop the torp too far away the enemy ship will dodge it.

3. Dive Bomber

- fly only in mid and high altitude

- have a medium speed and doesn't have any rear gunner

- can only entering the strike mode in high altitude

- the spread bomb indicator determined by the altitude, more lower the altitude is more smaller the spread indicator

- the way DB dropping bomb is determined by the player, if the DB is entering the lower altitude maximum height without dropping any bomb, the attack will automatically canceled and the DB will flight back to medium altitude. this also means a kamikaze attack since the aircraft will take more AA damage in low altitude

.

that's all from me, sorry if there is any misspelled word, coz english is not my native language. thx for reading this long post, and have a nice day ^^

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