Author Topic: Ports and vehicle hangars  (Read 1051 times)

Offline DMVIAGRA

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Re: Ports and vehicle hangars
« Reply #15 on: November 01, 2011, 05:38:56 AM »
True, if fighters did it.  If GVs did it then it might go a bit differently.
Float plane fighters would have to be about the lowest priority for adding.
You see, this is why you shouldn't grip about the ack. I'd like to see puffy ack of of the cvs that sit there at the ports, we could also take off the sitting cvs aswell....

Offline Wmaker

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Re: Ports and vehicle hangars
« Reply #16 on: November 01, 2011, 05:39:50 AM »
A Japanese floatplane fighter would be a fun addition here. Spawning from ocean spawn points, they would be a threat to goons, M3s and LVTs and would at least give the attackers something to think about while support arrives from the nearest airfield.

Yep, exactly what I have been thinking. Considering the role Zero played in the war, one more variant is more than justified.
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Offline Greebo

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Re: Ports and vehicle hangars
« Reply #17 on: November 01, 2011, 05:40:32 AM »
I think the A6M2-N would need a fraction of the work of a new fighter. The 3D work on the floats shouldn't be too hard and I could do the skin in a couple of weeks. The flight model would need some work but most of the damage model is already there.

I can ditch my F6F easily on water just losing the prop so I can't see why there'd be a problem landing a float plane on water with the existing physics.

If floatplanes were allowed to up anywhere a PT could, you could even extend carrier battles for a while with them. Allow them to up from fleets once the CV is down or from fleets that have no CV.

Offline icepac

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Re: Ports and vehicle hangars
« Reply #18 on: November 01, 2011, 09:52:20 AM »
Dang......this would mean my "landing fighter at port to wait for attackers" missions would run into an enemy prepared to meet a fighter.

Offline Greebo

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Re: Ports and vehicle hangars
« Reply #19 on: November 01, 2011, 10:28:17 AM »
Thinking about this, floatplanes would need to be tied either to the existing VH at the port or to a new FH there, so raiders could still knock out opposition fairly quickly.

If floatplanes could use any ocean SP though, they could also be used to defend coastal V bases. Also some maps have ocean SPs that are sited close by the next field along the coast, might make for some interesting tactics.

Offline Rob52240

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Re: Ports and vehicle hangars
« Reply #20 on: November 01, 2011, 10:31:21 AM »
Actually, it would be nice if they brought back the 2nd vh at the port.  When they first redid the bases, the port had two vh's.  I thought it was awesome like that but I wouldn't have more than 2 vh's though.

Actually the ports had 1 VH but two Vehicle spawns (IE 1 hanger and 1 invisible hanger that couldn't be destroyed)
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Offline matt

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Re: Ports and vehicle hangars
« Reply #21 on: November 01, 2011, 11:24:09 AM »
no on 4 hangers maybe 2 vhs :joystick:

Offline guncrasher

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Re: Ports and vehicle hangars
« Reply #22 on: November 01, 2011, 02:45:13 PM »
A Japanese floatplane fighter would be a fun addition here. Spawning from ocean spawn points, they would be a threat to goons, M3s and LVTs and would at least give the attackers something to think about while support arrives from the nearest airfield.

The floatplane version of the A6M2 would be a fairly easy addition for HTC, it is basically the same plane with floats. The N1K1 floatplane is more potent but would need a complete remodel of the N1K2.

but if the vh is down how can you up?  besides there's no fh/bh on any port.


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Offline titanic3

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Re: Ports and vehicle hangars
« Reply #23 on: November 01, 2011, 03:03:14 PM »
I don't think float plane fighters got any more potent than the N1K1.

H8K Emily? Lots of ports are attacked by CVs, would allow some sort of defense without having to fly from 2 sectors away. Plus, it would be one hell of a plane to fly in the MA.

  the game is concentrated on combat, not on shaking the screen.

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Offline titan312

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Re: Ports and vehicle hangars
« Reply #24 on: November 01, 2011, 03:20:02 PM »
Actually, I very much like the idea of adding float planes (and an FH) to the ports and CV groups.  Maybe only allow float planes to launch from CV groups with the cruiser intact.  +1   :aok

Offline killerdude8

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Re: Ports and vehicle hangars
« Reply #25 on: November 01, 2011, 04:58:54 PM »
-1.  Its not a GV field. 1 is enough.

What i wish for tho is a Small airfield next to the port, where certain Naval planes could take off. Or maybe have the ability to lift off that CV.

Of course it isnt, but how many boat class craft do we have? 1. now i think that we should have the second GV hangar.

The airfield idea isnt bad though id go for it.

+1
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Offline Volron

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Re: Ports and vehicle hangars
« Reply #26 on: November 02, 2011, 03:57:56 AM »
Actually the ports had 1 VH but two Vehicle spawns (IE 1 hanger and 1 invisible hanger that couldn't be destroyed)
I recall it having 2 visible and destroyable hangers at first...  I really wish I had a screen shot of it because I am certain it did have this.  I do have a modified port clipboard map that shows the location of the 2nd vh, but since it's not a screen shot of the actual field, I don't think it'll have any merit in this conversation.  I'll have to dig for it and will post it when time permits though.  Hopefully someone has a screen shot hidden somewhere.


The Rufe could carry bombs, although they are small.  I don't know if they actually used them though.  A direct hit with them could destroy some gv's though.  Did the Rex carry bombs as well?

If the float planes are added (which I'm sure they will be in AH one day), having a third hanger wouldn't be overly bad.  2 Vh's and 1 Fh (for the float planes)?  Or they could make a Float Plane Hanger.  This would cover the float plane fighters AND bombers instead of adding a fh for the fighters and bh for the bombers at a port.  Then something like 1 vh and 1 fph could work. :aok
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