Author Topic: Expandable fleet  (Read 1364 times)

Offline angelsandair

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« Reply #15 on: February 28, 2008, 03:04:16 AM »
Well, it could use up those worthless bomber perkies that everyone has like 10,000,000 of.
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Offline Oogly50

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« Reply #16 on: February 28, 2008, 10:02:57 AM »
I'm all for this idea...
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Offline Gowan

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« Reply #17 on: February 28, 2008, 11:11:53 AM »
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Originally posted by Latrobe
Sounds interesting but then we would have to have a whole new perk catagory for Ships, and how exactly would we get perks for that catagory?


how about all the damage you get from using the ships guns will go to it

this would include all mannable guns ^_^

Offline BaldEagl

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« Reply #18 on: February 28, 2008, 11:43:34 AM »
I can't wait till someone uses all their perks to build a fleet so I can come along and take command away from them :t
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Offline Denholm

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« Reply #19 on: February 28, 2008, 12:26:04 PM »
The way I understood it is that the player who buys the ship(s) automatically receives control of it / them.
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Offline EagleEyes

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« Reply #20 on: February 28, 2008, 12:58:49 PM »
yeah thats the way i understood it as well....
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Offline Yossarian

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« Reply #21 on: February 28, 2008, 02:27:27 PM »
I like the idea, but I think the perk prices would have to be much higher (unless there was a different formula(?) used for ship points, making it harder to get them).

However, what would happen if the commander had to go, or got discoed?  Would he be able to appoint someone else to command the ships instead (perhaps that could be done when he bought them, just in case of a disco).



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Offline Denholm

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« Reply #22 on: February 28, 2008, 02:33:45 PM »
Perhaps when a player buys a ship they appear in a sub-category of the "Task Group" menu named "Ships". Inside this category all players who currently control / own a ship on your team will be listed. If they dock their ship and have to leave they can perhaps press a button in the "Ships" sub-category that alerts anyone watching that category that the ship is up for grabs and that they better go get it if they want to sail before the player that bought it leaves the arena.

Once a player grabs control they can spawn from the port (Or Task Group) and start sailing.
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Offline Yossarian

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« Reply #23 on: February 28, 2008, 02:50:02 PM »
Denholm, mightn't that lead to problems with 'newbies' snatching ships, getting them sunk, and thus leading to others wasting loads of perk points, all with the result that many people get very agitated?



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Offline Denholm

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« Reply #24 on: February 28, 2008, 02:59:49 PM »
Not if you let the ship's owner decide who gets the ship and allow only a maximum of one ownership transfer per fleet vessel (To prevent a stack-up of bought ships.)

Implementing this has its up and downs, since I'm not an MA player I can't decipher between them.
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Offline Strip

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« Reply #25 on: February 28, 2008, 03:28:31 PM »
Id take a cv group for 500 perks.

You would take said carrier from a port of your choosing and you would retain sole command.

You should be able to say when (but not who) people can liftoff for those sneak attacks.

All other cv rules/time/etc apply.

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P.S. After using the Terrian Editor and knowing how AH2 classifies carrier groups this would take a major recode.

Offline Rebel

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« Reply #26 on: February 28, 2008, 03:47:38 PM »
I don't see what's so wrong with treating a destroyer/light cruiser...hell, *any* naval vessel short of a Carrier as nothing more then a super-sized PT boat.

Can PT Boats have gunners?  I thought so, so have a friend help ya out!  


when you get into big ol' capital ships, however...that's where it gets dicey- a HELL of a lot of vehicle points to raise the Arizona, as it were ;)

I can see a destroyer being spawned at the carrier group, but a cruiser or anything heavier should probably be limited to the ports.  

Imagine the terror the other side would feel when you roll around an island with a full fledged Iowa, all 9 16 inchers aimed ominously at the airfield :t

*edit*One thing to keep in mind- the Carrier fleets are actually just moving airfields- that's how you get the multiple gunner positions, etc.  The above suggestion/wish would simply be for a vehicle type interface, with a group of positions (1 being the flybridge/pilothouse, 2 being the big guns, 3 being AA Battery 1, port side, etc.)
« Last Edit: February 28, 2008, 03:51:11 PM by Rebel »
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Offline K-KEN

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« Reply #27 on: February 29, 2008, 11:26:06 AM »
Back in the day...AH 1

I have a few backgrounds on my site from the Okinawa scenario where the fleets are huge... it is doable.











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Offline rabbidrabbit

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« Reply #28 on: February 29, 2008, 05:06:20 PM »
Would be great to see the perk system be more functional.  Lets be obvious and say on the MA maps its just not a historical setup.  Wasn't supposed to be.  As far as ownership...  the player spending the perks retains control whenever they are logged on.  Log off and its up for grabs, log back on and you have the "rank" to seize control back.

Offline AGM65

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« Reply #29 on: March 01, 2008, 01:08:36 PM »
Ship perks could come from CV battles. I.E. TG sinking other ships or TGs.