Author Topic: CV Damage  (Read 1146 times)

Offline Ack-Ack

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« Reply #15 on: August 03, 2006, 03:59:07 PM »
Because maybe besides the CV, the cruiser also had radar?



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Offline Rino

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« Reply #16 on: August 03, 2006, 04:01:16 PM »
So instead of having the CV put out of action by being sunk with 8K
of bombs, the fight could be killed by a single jabo lobbing a 500 lber into
the deck?  Nope, not for me.
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Offline Rino

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« Reply #17 on: August 03, 2006, 04:07:16 PM »
Quote
Originally posted by Ack-Ack
Because maybe besides the CV, the cruiser also had radar?



ack-ack


     Apparently the escort destroyers turned their's off too :D
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Offline Sabre

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« Reply #18 on: August 04, 2006, 01:13:45 PM »
Quote
Originally posted by Rino
So instead of having the CV put out of action by being sunk with 8K
of bombs, the fight could be killed by a single jabo lobbing a 500 lber into
the deck?  Nope, not for me.


Rino, I understand your point if a hit anywhere on the deck would interupt flight ops.  However, if the deck elevator was the target that controls plane spawning, its hardness could be independently set, just like the hangers on land bases. Iits down tiime would be independently selected as well, just like for hanger's.  Plus the elevator would be a much smaller tartet than simply hitting the flight deck.  Hits on the deck would still count, but they'd count towards sinking the ship, not on whether planes can launch or not.
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Offline MWL

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« Reply #19 on: August 04, 2006, 01:37:53 PM »
Greetings,

  Great ideas - however a couple of points.

  Historically, level bombers were terrible at actually sinking ships in the open water.  Number of factors - maneuverability, inaccuracy of sight, wind effects on failing objects, normal dispersal patterns of man made objects, etc  . . .   It should be harder to sink a CV, if not dang near impossible, with a level bomber than with an equal number of dive bombers (in tonnage of ord).

  Implementing wind effects on failing objects (bombs) is an answer to making it harder for CVs to be kilt.  Perhaps, artifically inducing a dispersal pattern onto each bomb when dropped.  Don't know the software, does the game track each bomb / rocket by speed and rate of fall?  If so, a  random number varying the fall rate slightly would effect the POI.  The greater the height, the greater the variation.

Regards,

Offline Yoshimbo

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« Reply #20 on: August 04, 2006, 02:49:25 PM »
These sound like very good ideas:aok

heres another:

add those plane launching ramps onto that cruiser!:D

Offline outbreak

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« Reply #21 on: August 04, 2006, 04:19:59 PM »
Quote
Originally posted by Tilt
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?



I coulda Swore you can drop like 40,000 LBS of bombs on a runway and it goes down for like 60 seconds, I may be wrong though

Offline toadkill

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« Reply #22 on: August 04, 2006, 04:31:26 PM »
Quote
Originally posted by outbreak
I coulda Swore you can drop like 40,000 LBS of bombs on a runway and it goes down for like 60 seconds, I may be wrong though


its more like 125000 lbs
<S>
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Offline outbreak

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« Reply #23 on: August 04, 2006, 06:27:28 PM »
knew it was something like that, But HEY you can still damage it for 1 minute!