Author Topic: Slave ship batteries  (Read 490 times)

Offline moot

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Slave ship batteries
« on: March 27, 2008, 07:44:57 AM »
I don't know if it's been suggested yet.  Guns of a same type ought to be slaved to yours. Maybe only one side, but it would be worth it IMO.  Especialy if we get to fire them separately.  One guy could then effectively shoot two or three batteries at effectively 2 or 3 times one battery's ROF, so he could range targets more efficiently.
Maybe as two modes of fire (staggered, all at once), or by mapping slave batteries 2, 3, etc to buttons/keys?
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Offline Hazard69

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Re: Slave ship batteries
« Reply #1 on: March 27, 2008, 08:15:22 AM »
I don't know if it's been suggested yet.  Guns of a same type ought to be slaved to yours. Maybe only one side, but it would be worth it IMO.  Especialy if we get to fire them separately.  One guy could then effectively shoot two or three batteries at effectively 2 or 3 times one battery's ROF, so he could range targets more efficiently.
Maybe as two modes of fire (staggered, all at once), or by mapping slave batteries 2, 3, etc to buttons/keys?

What if another person wants to gun too?  :) Should he get one gun only whilst u command two?
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Offline Hitman20

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Re: Slave ship batteries
« Reply #2 on: March 27, 2008, 08:26:24 AM »
I think it would be cool to have a "all at once" and a "one by one" mode for guns. I would like to see the 8" guns to have a site instead of always haveing the external view.

Offline moot

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Re: Slave ship batteries
« Reply #3 on: March 27, 2008, 08:28:39 AM »
No.. This would be so that guns don't sit idle during a fight.

The 8" guns probably had no sight and were aimed to elevation and bearing angles calculated from observations of the target.
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Offline Hitman20

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Re: Slave ship batteries
« Reply #4 on: March 27, 2008, 08:33:37 AM »
Well in that case, I like the idea. When another player comes along then the Slave batt. should be avalible to then if they wish to join that gun.

I've been on a battleship and it had a site for it's guns. Didn't the 8" guns also have one?

Offline Saxman

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Re: Slave ship batteries
« Reply #5 on: March 27, 2008, 08:42:35 AM »
Wait wait wait let me get this straight....

You want the manned guns on the fleet to be even MORE lethal than they already are?!?!?! :eek:

How about fixing the ridiculous laser-accuracy of the guns FIRST before doubling or tripling or MORE the volume of fire.  :furious
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Offline moot

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Re: Slave ship batteries
« Reply #6 on: March 27, 2008, 08:56:02 AM »
Yep, and I have no idea what any of the real ships' guns had for sighting.

Saxman, the idea was mostly for the 8" guns.  If you know that some of the guns were less accurate than they are now, by all means make a case for it.  All I'm saying is that guns in working condition shouldn't just sit idly while the task group is fighting.
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Offline Greebo

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Re: Slave ship batteries
« Reply #7 on: March 27, 2008, 09:48:45 AM »
By WW2, the gunsights on the turrets were just an emergency backup. The gun aiming was done by big rangefinders placed as high up in the ship as possible, away from gun smoke and sea spray. Binocular focus and later radar was used to establish range and data was fed into an electromechanical computer that sent aiming data to the gun turrets.

For the inital ranging salvos each gun would fire simultaneously but at a slightly different elevation, producing a line of splashes. The gunnery officer in the rangefinder would count the splashes in front of the target ship and feed this data to the computer. The computer would then adjust its aim accordingly and fire a tighter salvo. Incidentally this is why most big gun warships had at least eight guns, less guns meant lousy salvo aiming.

I can't see any technical reason this could not be incorporated into AH. You would have a player in the rangefinder instead of a turret. He could have a magnified image of the target and a salvo spread command of some sort. He would use the number of splashes in front of the target to establish range as in real life.

The main problems would be only one gunnery player per ship and gameplay balance. Do we really want hyper accurate ships guns?


Offline humble

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Re: Slave ship batteries
« Reply #8 on: March 27, 2008, 10:08:57 AM »
This is what made the Bismarks "one timer" on the Hood so remarkable. Basically the AH equivelent of a 2.5k lob with a spud on a turning target for a "golden BB" pilot kill.

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Offline moot

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Re: Slave ship batteries
« Reply #9 on: March 27, 2008, 10:15:04 AM »
I guess we could have those very accurate gun arrangements only on TGs made of just a single cruiser. This would balance the increased lethality with increased vulnerability. The regular TGs could have the player manualy bracket the batteries and do the math himself based on what he sees from the top of his sighting position.
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Offline Denholm

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Re: Slave ship batteries
« Reply #10 on: March 27, 2008, 11:24:17 AM »
Yes! With the current life-span of a CV in a fight this would definitely help keep it alive a few more minutes. :aok
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Offline Bronk

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Re: Slave ship batteries
« Reply #11 on: March 27, 2008, 03:45:26 PM »
Yes! With the current life-span of a CV in a fight this would definitely help keep it alive a few more minutes. :aok
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