What are the game functions that rely on the CV auto ack for protection to give players some chance of using that function?
1. Fighters
2. Fighter Bombers
3. PT
4. Heavly armed LVT
5. Light LVT delivering troops
6. 8 inch gun batteries.
The CV group is a single player command mobile function or movable non-capturable airfield that can come within (xxxxx) minimum yards of land or a fixed capturable base object. But, like any capturable object it has auto ack and mannable guns to defend it or attack other objects. Unlike other equivalent bases it has the most powerful auto defense guns in the game. This is due to it's vulnerability as a down side to it's massive force projection amplified by it's mobility.
What is the maximum distance from land that LVT can spawn to deliver troops?
Is this tied to auto ack protection or forcing a CV group to expose itself to destruction to capture a feild?
At what distance in WW2 did a task force sit off shore while LVT were launched?
At any time in WW2 did LVT deliver troops to a beach under attack by japanese aircraft or their fleet being attacked?
What we know historicly about the 5 inch gun:
Maximum horizontal range, with a 55 pound projectile, is 18,000 yards (16 km). <---(10 miles)
In the antiaircraft role, it had a ceiling of 37,200 feet (11,300 m) at 85 degrees elevation.
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It's obvious that game map distance scale to real life 5inch ballistic scale is mismatched in many cases to the 5inch gun's favor.
a. Change the minimum range to shore for a task group to 10.5 miles.
If this is outside of LVT auto spawn range, give the player a spawn point arrow with a minimum arch along the target base's shore for the proper spawn distance. Allow PT to deliver small groups of troops like jeeps by beaching on the shore. Change those troops max distance to map room to allow for this function.
Down sides: Smaller maps with water or maps with narrows will restrict some of the paths the Task Force object can travel. Eventualy 60 players will spawn PT to perform a mass whale beaching to swamp the local area with troops.
b. Restrict the mannable 5inch to the CV batteries and Cruiser batteries while increasing mannable 20mm and 40mm across the fleet.
Down sides: CV will die sooner if not protected by an active CAP Patrol and realy good gunners. Task Force to Task Force fights will rely on PT, Torp bombers and jabo as much as 8 inch guns. Players will hold their collective breaths until Hitech puts back the 5 inch mannable on the destroyers which will return to the original problem with fleet defence versus fighters and bombers.
c. Change the auto ack code so it's near suicide to fly bombers near CV while making it harder to hit fighters.
Down sides: Single engined Torpedo bombers will get through along with Jabo and sink the CV sooner. Bomber pilots will riot in this forum telling Hitech they have nothing to do anymore and will quit if he dosen't change CV back to perk point milk runs again.
d. Inside of 1500 yards all 20mm-40mm auto defences make flying anything or paddeling anything near the CV group suicide.
Down sides: Furballs will change near CV groups. PT boats and Torp planes will sink more CV if there is no active CAP defence.
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CV groups have such massive irritating defence fire becasue of how we play the game. If CV's relyed on us to defend them as enthusiasticly as we try to capture the feild the CV is parked near, many of my ideas would be worth while. Maybe only changing how bombers versus fighters are being targeted by the auto ack would work in our current game environment.