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Kenn_Ethic

Suggestion for a new Game Mode: "Escort"

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Beta Tester
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Escort Mode

 

It's like the Assault mode in WoT, but this one is more unpredictable, interesting and more Co-Op.

 

Mechanics:

  • One team's (defending team) objective is to protect and escort an AI convoy consisting of 3 ships that will travel from point A to point B on a map.
  • The other team (attacking) will try to destroy the convoy in order to win.
  • The spawn, route and the destination of the convoy will be random and are only visible to the defending team. (this will make the game mode more unpredictable for both teams)

 

Convoy's AI behavior:

  • The convoy can evade by determining the speed and direction of the detected torpedo.
  • The convoy's speed is similar to the team's average BB.
  • The convoy is always in 3/4 speed (equal to the average BB speed) so that it can switch to full speed or go slower for evading purposes.

 

My thoughts about this:

  • It will encourage teamwork and "stick together as a fleet"
  • It will make the player recognize their roles based on the ship they are using (AA support, Scouting for enemy and torpedoes, etc.)
  • It will discourage "soloing" or staying too far away that do not contribute to the team effort.
  • No base circles! No more worrying about losing to base cap because of players are too far away from everything, especially in Domination mode.
Edited by Kenn_Ethic

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Member
679 posts
3,488 battles

Escort Mode

 

It's like the Assault mode in WoT, but this one is more unpredictable, interesting and more Co-Op.

 

Mechanics:

  • One team's (defending team) objective is to protect and escort an AI convoy consisting of 3 ships that will travel from point A to point B on a map.
  • The other team (attacking) will try to destroy the convoy in order to win.
  • The spawn, route and the destination of the convoy will be random and are only visible to the defending team. (this will make the game mode more unpredictable for both teams)

 

My thoughts about this:

  • It will encourage teamwork and "stick together as a fleet"
  • It will make the player recognize their roles based on the ship they are using (AA support, Scouting for enemy and torpedoes, etc.)
  • It will discourage "soloing" or staying too far away that do not contribute to the team effort.
  • No base circles! No more worrying about losing to base cap because of players are too far away from everything, especially in Domination mode.

 

Good idea but practicality low.

How do you stop the masses of torp spreads?  You cannot.  Convoy always loses.

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Beta Tester
215 posts
164 battles

 

Good idea but practicality low.

How do you stop the masses of torp spreads?  You cannot.  Convoy always loses.

 

The convoy will try to evade. It is the team's job to prevent the enemy from dropping torpedoes close to the convoy. That is why the team should scout ahead and around the route to prevent enemy DD's to get close, unseen. And the team should surround the convoy for AA support.

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Beta Tester
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The attacking BB will just spam salvo at the convoy afar. :x

 

Add more camo? lol Should the convoy's concealment rating be similar to that of a DD?
Edited by Kenn_Ethic

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Member
679 posts
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The convoy will try to evade. It is the team's job to prevent the enemy from dropping torpedoes close to the convoy. That is why the team should scout ahead and around the route to prevent enemy DD's to get close, unseen. And the team should surround the convoy for AA support.

 

How do you stop Torp spam, take hits with player ships.  I cannot see how the convoy ever win.

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ST Coordinator
2,325 posts
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It is a good idea on paper , at least in an RTS game, however, with our currently mentality of players, even defending a capture point in a ASSAULT mode gameplay in WoT is already beyond the mental capabilities of alot of players as it stands, defending a convoy fleet as a random battle group is going to end up the same way.

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Alpha Tester
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277 battles

 

Add more camo? lol Should the convoy's concealment rating be similar to that of a DD?

 

The Attacking DD will just get close enough and just float there to spot without getting detected. :E

Edit: Don't forget the attacking CVs.

Edited by Saito_Himea

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Beta Tester
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How do you stop Torp spam, take hits with player ships.  I cannot see how the convoy ever win.

That raise to some questions:

How often do a you get hit by a torpedo?

How far a salvo of torpedoes was launched? (Those that actually hit)

How many torpedoes that actually hit your ship from a single salvo, by what range from the initial launch and how far did they started to appear (or scouted)?

and In what situation? (is it from going close to an island or smoke where there is an unsuspecting DD ambush? or is it because you are alone and got attacked by torpedo bombers?)

 

Torpedoes are easy to dodge when they are launched far away and as long as they are scouted earlier. They spread so much at longer ranges. That is why the defending DDs and CVs should scout further from the convoy to detect enemy DDs and Torpedoes especially when closing to a tight area near islands.

 

The enemy DD would likely to choose 2 options once they have been scouted earlier by the defending team: launch the torpedoes to the general direction of the convoy (if it was actually detected) or launch the torpedoes against the pursuers.  Distance and Reconnaissance is your primary defense.

 

As for against enemy Torpedo Bombers, there are AA and allied aircraft carriers to deal with them. As long as the team is surrounding the convoy, The AA will be too thick for the planes to reach the convoy and drop less torpedoes if they actually reach the target, but then the enemy will lose a plane squad for attempting the attack.

 

 

It is a good idea on paper , at least in an RTS game, however, with our currently mentality of players, even defending a capture point in a ASSAULT mode gameplay in WoT is already beyond the mental capabilities of alot of players as it stands, defending a convoy fleet as a random battle group is going to end up the same way.

 

Educating players about their roles is the only way to make this work.

Edited by Kenn_Ethic

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Member
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I suppose we can disable torp for all players entering the game, or wait until some anti-torp mechnics (even NPC-only is okay) added to the game, or make the NPC version of ship gain special resistance against torp so the damage will be no different then AP/HE attacks.

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Super Tester
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Of course our aim is to stop another PQ 17 from happening but convoy can still win. This may not be implemented in random games but how about clan based or team based ones? You can either have human v human version or human v AI

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Super Tester
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I suppose we can disable torp for all players entering the game, or wait until some anti-torp mechnics (even NPC-only is okay) added to the game, or make the NPC version of ship gain special resistance against torp so the damage will be no different then AP/HE attacks.

 

NO

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That raise to some questions:

How often do a you get hit by a torpedo? Most games, and in most games I score 1 tp 10 torp hits, so 90%+

How far a salvo of torpedoes was launched? In a convoy it would be like shootng fish in a barrel, have you ever launch torps at three ships in line and hit 2 or all 3

How many torpedoes that actually hit your ship from a single salvo, by what range from the initial launch and how far did they started to appear (or scouted)? usually 1 but sometime 5-6

and In what situation? (is it from going close to an island or smoke where there is an unsuspecting DD ambush? or is it because you are alone and got attacked by torpedo bombers?)

 

Torpedoes are easy to dodge when they are launched far away and as long as they are scouted earlier. They spread so much at longer ranges. That is why the defending DDs and CVs should scout further from the convoy to detect enemy DDs and Torpedoes especially when closing to a tight area near islands.

Torps are hard to dodge in BBs, and the convoy members would be 17 knot max cargo ships, see big sign torp me here

 

The enemy DD would likely to choose 2 options once they have been scouted earlier by the defending team: launch the torpedoes to the general direction of the convoy (if it was actually detected) or launch the torpedoes against the pursuers.  Distance and Reconnaissance is your primary defense.

 

Sorry but you are not thinking it through, sounds like a great idea, I prposed it in the first week of Alpha until the mods and guys talking to the devs pointed out it just isn't feasible.

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Beta Tester
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Sorry but you are not thinking it through, sounds like a great idea, I prposed it in the first week of Alpha until the mods and guys talking to the devs pointed out it just isn't feasible.

 

I see, I'd like to see your own version. But it is still a great mode to play though, At least be it a PvE mode.

 

I still have ideas regarding the convoy's AI behavior, I will put them on the original post later on.

Edited by Kenn_Ethic

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NO

 

Why not, it's very common for games to give NPC special advantage to compansate it's inferior AI, in order to make the gameplay worthwhile.

 

IMO, in all kinds of game where AI controlled enemy is involved, they're always getting some kind of buffs.

 

 

Btw, I wonder if the developers can add some mechnics like pushing away effect if a ship is hit by torps, or makes two ships collide if they sail to the same direction and sailling too close. Adding small details like that can provoke more kinds of tactics.

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Beta Tester
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IF a team has Kitakami, other team already lose

 

Kitakami is a modified Kuma and it is a giant Citadel ship and a CA that can be easily detected by DDs from 10km or more. Don't forget that there is still a defending team that will focus on something more dangerous than a BB that is 10km away.

 

Everything gets spotted at more than 10km away anyway because of scouting DDs.

Edited by Kenn_Ethic

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Alpha Tester
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Kitakami is a modified Kuma and it is a giant Citadel ship and a CA that can be easily detected by DDs from 10km or more. Don't forget that there is still a defending team that will focus on something more dangerous than a BB that is 10km away.

 

Everything gets spotted at more than 10km away anyway because of scouting DDs.

 

little explanation Kuma class is... in fact... light cruisers 

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Beta Tester
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little explanation Kuma class is... in fact... light cruisers 

 

I forgot the abbreviation, so? Kuma is still easy to destroy even for USN DD of the same tier. It gets easily critical damage and citadel hits.

 

I don't know about Kitakami but I think it has some same characteristic as its original class.

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Alpha Tester
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I forgot the abbreviation, so? Kuma is still easy to destroy even for USN DD of the same tier. It gets easily critical damage and citadel hits.

 

I don't know about Kitakami but I think it has some same characteristic as its original class.

 

the "Real" "Long Lance" range more than 20+km (actually around 40km with 38 knot)

I think this is the reason why they nerf the long lance

Edited by Harpoon01

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That's WG's balancing for ya.

 

I got to say 38knots is too slow for a torpedo to be effective. Even I sometimes struggle with my Benson with torpedo speed of 50+knots.

Edited by Kenn_Ethic

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[1NATN]
Beta Tester
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To avoid torp spam at long range make the convoy zig zag every few minutes.

Silent hunter 3 had zig zagging convoys and it worked, you had to get in close to ensure a hit.

Edited by jimmywrangles_1

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