Author Topic: Perk Ships  (Read 1568 times)

Offline rabbidrabbit

  • Gold Member
  • *****
  • Posts: 3910
Re: Perk Ships
« Reply #30 on: June 29, 2008, 09:40:57 PM »
There are many good ideas out there for improving gameplay.  This is one of them.

Offline Seagoon

  • Gold Member
  • *****
  • Posts: 2396
      • http://www.providencepca.com
Re: Perk Ships
« Reply #31 on: July 01, 2008, 01:52:37 PM »
I've always wondered; if an idea in the wish-list gets mostly positive feedback from the player community like say ummmm.... this one, how does it affect the chances of it being implemented by HTC? Do they actually shop ideas from this forum?

How exactly does interaction between this forum and our respected and beloved game designers work?

- SEAGOON

SEAGOON aka Pastor Andy Webb
"We have no government armed with power capable of contending with human passions unbridled by morality and religion... Our Constitution was made only for a moral and religious people. It is wholly inadequate to the government of any other." - John Adams

Offline flyboy96

  • Copper Member
  • **
  • Posts: 106
Re: Perk Ships
« Reply #32 on: July 01, 2008, 04:13:45 PM »
I would say they be perked around the 40-60s and that if u want to be a gunner u at least have to pay 5 perks or just be like bomber gunners and be free(whitch i would go for).and like fleet destroyers there be auto guns,not every where just in the areas where the fleet destroyers have theirs.
flyboy96
Status:Retired
"Circle around the enemy and kick'em in the pants"-George S. Patton
40th FS 'Fight'n Red Devils' (Recruiting)

Offline pengu146

  • Zinc Member
  • *
  • Posts: 72
      • www.357deathdragons.com
Re: Perk Ships
« Reply #33 on: July 02, 2008, 12:19:33 AM »
If we were to use cruisers too I'd like the New Orleans class.
Type:    Heavy Cruiser
Displacement:    9,950 tons
Length:    588 ft 2 in (179.3 m)
Beam:    61 ft 9 in (18.8 m)
Draft:    19 ft 5 in (5.9 m)
Propulsion:    

4 Parsons/Westinghouse geared turbines
8 Babcock & Wilcox boilers
4 screws
107000 Horsepower
Speed:    32.7 knots
Complement:    708 officers and enlisted
Armament:    9 × 8 in (203 mm)
8 × 5 in (127 mm)[1]
8 × .50 (~12.7 mm) calibre guns
Armor:    3-5 inch belt
1.25-2.25 inch deck
1.5-8 inch turrets
5 inch barbettes (6.5 inch barbettes in CA 38)
5 inch CT

Offline sgtcondom

  • Zinc Member
  • *
  • Posts: 2
Re: Perk Ships
« Reply #34 on: July 03, 2008, 04:24:50 AM »
i like it

Offline bluefalcon32

  • Zinc Member
  • *
  • Posts: 23
Re: Perk Ships
« Reply #35 on: July 03, 2008, 05:15:25 AM »
Correct me if I'm wrong, but weren't destroyer escorts anti-submarine ships  :huh? Therefore, since we don't have submarines, why do we need them again? Don't get me started on the 2 5 "s.   :o

Offline Ghosth

  • AH Training Corps (retired)
  • Plutonium Member
  • *******
  • Posts: 8497
      • http://332nd.org
Re: Perk Ships
« Reply #36 on: July 03, 2008, 08:01:23 AM »
Seagoon I've seen it happen several times over the years.

Granted it doesn't happen every week, or even every patch. But when a truly good idea comes along that fits where he wants AH to go HT is smart enough to grab it. Which is part of the mystique of why people post here, and its why you should search first. If it has already been posted once, there really is no possible use of repeating it.

HTC doesn't bow to pressure of any kind from anyone. Period.

So if it didn't get picked up the first time it was posted it won't be picked up this time either, or the 29th time, or the 332nd time.

And yes this is one of those ideas that should be used!

I've always wondered; if an idea in the wish-list gets mostly positive feedback from the player community like say ummmm.... this one, how does it affect the chances of it being implemented by HTC? Do they actually shop ideas from this forum?

How exactly does interaction between this forum and our respected and beloved game designers work?

- SEAGOON



Offline BaldEagl

  • Plutonium Member
  • *******
  • Posts: 10791
Re: Perk Ships
« Reply #37 on: July 03, 2008, 08:37:05 AM »
Correct me if I'm wrong, but weren't destroyer escorts anti-submarine ships  :huh? Therefore, since we don't have submarines, why do we need them again? Don't get me started on the 2 5 "s.   :o

You are correct, although I thought it might be nice to have something different, and slightly less powerful than the DD so this didn't get too wild.  The destryer escorts still had 3" guns, good AA defense and torpedos.  You could still have fun in them, plus they're faster.
I edit a lot of my posts.  Get used to it.

Offline Tr1gg22

  • Silver Member
  • ****
  • Posts: 871
Re: Perk Ships
« Reply #38 on: July 03, 2008, 10:28:21 AM »
very nice :aok :rock
"CO" of the Wobblin Gobblins...

Offline LLogann

  • Persona Non Grata
  • Platinum Member
  • ******
  • Posts: 4947
      • Candidz.com
Re: Perk Ships
« Reply #39 on: July 03, 2008, 10:43:19 AM »
This might just be the craziest thing I have heard all day...

... But I like it darn it!!!

See Rule #4
Now I only pay because of my friends.

Offline Connery

  • Nickel Member
  • ***
  • Posts: 630
Re: Perk Ships
« Reply #40 on: July 03, 2008, 07:06:00 PM »
How about rather than a perk value, say that perhaps in order to take one of these boats out you need X amount of people before you can spawn one? Perhaps for the number of gun positions or something?

Kinda like a crew, perhaps it could even be tied into Rank/Score somehow so that you dont get say everyone who's managed to get 200 vehicle perks (it isn't hard) spawning them all at the same place and absoutely mincing a base?

Just an "out of the box thought" for consideration ?

Offline mentalguy

  • Nickel Member
  • ***
  • Posts: 667
Re: Perk Ships
« Reply #41 on: July 03, 2008, 10:07:16 PM »
PFC. Corey "Mentalguy" Gibson
USMC

Offline NEARY

  • Nickel Member
  • ***
  • Posts: 655
      • The 18th FG Killer Chihuahuas
Re: Perk Ships
« Reply #42 on: July 04, 2008, 04:14:48 PM »
The idea is AWESOME!!!!!!!!! :D ;) :) :lol :aok :salute :cool:
The 18th FG Killer Chihuahuas.since tour 97.        CO: KCTHUNDR(me)
 ( NEARY tours 96- 107) 2nd in command: Penguin. www.freewebs.com/18thfg   in game i.d.: KCTHUNDR

OBey Teh ChIHuaHUa!!! BWAHAHAHAHA!!!11!!!1

Offline Coolguy0730

  • Zinc Member
  • *
  • Posts: 46
Re: Perk Ships
« Reply #43 on: July 05, 2008, 02:06:01 PM »
 :aok :aok :aok :aok :aok

I love it, use the AA crusiers though. That be fun as hell. Maybe gove them the ability as a spawn point for landing craft?
"The mission of the USAF is to fly, fight, an to win... and don't you forget it it!" -General John P. McConnell

System: C343 landed 10256310295789 cheap kills because he can!!!!

Offline Jester

  • Gold Member
  • *****
  • Posts: 2753
Re: Perk Ships
« Reply #44 on: July 06, 2008, 02:05:17 AM »
Think this is one of the Great Ideas to come along in a while.

Would be nice to have a piloted version of the DD we have now, that would avoid bringing the CV fleet right up on the "Beach." like most players do.

Would also like to see a more substantial type of vessel that brings the rebuilding materials to the strats and fields as to make it a better target for players. Such as a regular cargo ship instead of the barges.

 :salute
Lt. JESTER
VF-10 "GRIM REAPERS"

WEBSITE:  www.VF10.org