Author Topic: CV Damage  (Read 1143 times)

Offline captkaos

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CV Damage
« on: August 01, 2006, 01:08:13 PM »
I wish that the ships could sustain other types of damage.  Some examples are:

1.  Knock out engines so ship is adrift in the water.

2.  Knock of rudder control so that ships heading cannot be changed.  If it runs aground it is a sitng duck.

3.  Destroy carrier deck so that it can no longer launch and recover aircraft.

4.  Knock out CV ability to launch PT's and LVT's.

5.  Be able to bring supplies to the CV with c47's to recover from the damage.

Items 1 and 2 would force CV's farther from shore, unlike the unrealistic shore running we see now after the SB is destroyed.

Basically treat it like an airfield that moves.

Offline DaYooper

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CV Damage
« Reply #1 on: August 01, 2006, 01:15:47 PM »
Great ideas Kaos!

Seems strange that a cv can be one 50 pound bomb away from sinking and still be fully functional.

Offline USRanger

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« Reply #2 on: August 01, 2006, 05:23:08 PM »
I like 1,2, & 5.  Would change cv ops completely.:aok
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Offline Iron_Cross

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CV Damage
« Reply #3 on: August 01, 2006, 06:43:39 PM »
I second the motion to have articals 1,2 and 5 implemented in Aces High.

Please Hitech[super whiny mode] PLEASE!!!!![/super whiny mode]:D

Offline cav58d

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« Reply #4 on: August 01, 2006, 06:46:32 PM »
I think they are all great ideas!  I dont know how practical it would be to re supply a cv with a c-47...How about PT?
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Offline captkaos

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« Reply #5 on: August 01, 2006, 07:22:43 PM »
I have landed C47's on carriers, not all that difficult as lond as the carrier does not turn, to be honest is is easier than landing an F4.

Offline cav58d

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« Reply #6 on: August 02, 2006, 01:11:14 AM »
I think I may have used the wrong choice of words...No doubt the C-47 can, and is landed on carriers.....But do you really see HTC ever going for this?  I dont...Maybe if supply's were air dropped, but I doubt that will ever be put in the game....  I'd say LVT's would be the most "realistic" choice, but those things are so slow, you would have to time your cv intercept perfectly............PT it is
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Offline EagleDNY

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CV fires & launching
« Reply #7 on: August 02, 2006, 02:57:56 PM »
It would nice if CV ops were affected by fire - nobody launches with the ship on fire.  The fire goes out in a random(1-10 minutes) and flight operations recommence.

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Offline toadkill

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« Reply #8 on: August 02, 2006, 03:09:57 PM »
and we could launch the FIRE FIGHTER. a pilot on the cv deck, with a fire extinguisher :p

with regaurds to #4 create a new ship. modeled after the ships that really deployed LVTs and other landing craft
<S>
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Offline Tilt

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« Reply #9 on: August 03, 2006, 06:03:36 AM »
I wish the CV hardness could be set under arena object settings
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Offline Sabre

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« Reply #10 on: August 03, 2006, 07:40:11 AM »
I too would like more "depth" to the ship damage model.  I would implement the following changes.  First, add a tanker to emulate fuel bunker at land bases; add an ammo ship to emulate ammo bunker (these two ships could use the same ship model, i.e. a Liberty ship, as there were tanker and cargo versions of the LS); a troop transport (could also use the LS model); an LST to take place of vehicle hanger.  The following damage effects would then be in affect:

Damage                    Affect
-----------------------------------------------------------------------------------
CV deck =                                No planes launch
Tanker damaged/sunk =         A/C and vehicle fuel limited
Ammo Ship sunk =                  Ordnance unavailable
Troop sunk =                           No troops
LST sunk =                              No GV/PT

If this is too many ships to add, you could combine the fuel/ammo/troops into a single Liberty ship, with each one independantly target-able/destroy-able (the cargo hatch covers would be your aim points).

Finally, the fleet commander should be given the option for direct helm control and the ability to set fleet speed to slow, half, full, and flank settings.  The fleet speed would of course affect how heavy and aircraft you could get off the deck.  Make it so the fleet would go automatically back to following waypoints after a set length of time with no direct helm inputs.
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Offline captkaos

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« Reply #11 on: August 03, 2006, 11:10:15 AM »
Love the idea of being able to adjust the fleet speed.  Right now, bombing a CV is as simple as flying over it and dropping your bombs, because we all know the lead required to hit the CV from a given altitude.  With varying speeds, it would greatly decrease the effect bombers would have on a CV.

Offline Tilt

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« Reply #12 on: August 03, 2006, 11:39:57 AM »
I think varying the speeds of a fleet  would be problematic..... and as we do not have runway damage modelled on fields why have it modelled on CV's?

However in addition to the existing fleet (as per Sabre)

1) 2 x troop/ logistics  carriers (with Troops/supplies/VH(lvt & Pt) objects embedded)

2) 2 x Fuel tankers

3) 2 x Ordinance ships (and some awsome graphics when these blow up)

4) Allow fleets to self repair( ie launching and dropping field repairs will not ressurect ships but will allow repairs on ships.... radar AA guns etc)

5) Would there be only One radar mast on a fleet? Would not the cruiser have one too?
« Last Edit: August 03, 2006, 11:43:31 AM by Tilt »
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Offline Sabre

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« Reply #13 on: August 03, 2006, 12:57:40 PM »
Hi, Tilt.  Actually, rather than the cv deck, I meant to say the hit required to prevent planes from launching would be the elevator, which would emulate hits to the hanger on airfields.  In real life of course most hits on a carrier's deck would prevent flight ops untill the deck was patched.  An elevator hit was even more serious.
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Offline toadkill

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« Reply #14 on: August 03, 2006, 03:31:42 PM »
an airfield only has one radar tower. why should a fleet have 2?
<S>
Toad