Author Topic: U-boats  (Read 850 times)

Offline Greebo

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Re: U-boats
« Reply #15 on: March 03, 2013, 07:04:21 AM »
I'd guess that subs would receive a speed boost equivalent to the CV group's if they were ever put into the game. But the problem is still going to be that even when surfaced they will still struggle to get close enough to launch an attack unless the CV group runs right over the SP. One possible answer for this would be to replace the ocean spawn points with a big (lets say 8 miles radius) spawn circle for each coastline field. A player in the tower who selects the sub in the hangar would see a circle around his field. To spawn a sub he just clicks on a point within that circle and that's where he spawns. Naturally if he clicks on land he gets an error message. The sub would spawn surfaced, so spawning in the middle of the CV group would be suicidal.

Unless we get some sort of anti-submarine ship, submerged subs should be made visible at close range from the air (i.e the water is too shallow for very deep diving). Aircraft carrying depth charges might get a visibility range boost like the Fi 156 gets vs GVs. A raised periscope and its wake would be visible at much greater ranges.

The ideal spawn position for the sub would be ahead of the fleet but out of gun range, but of course the anti-sub aircraft would know that too.
« Last Edit: March 03, 2013, 07:06:17 AM by Greebo »

Offline F77

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Re: U-boats
« Reply #16 on: March 03, 2013, 08:24:43 AM »
I really like the idea of submarines, but my bias is towards the hunting of them!  Is it silly to ask for the Short Sunderland again?  (And the Dornier would be a nice counterbalance!)

Offline Hazard69

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Re: U-boats
« Reply #17 on: March 03, 2013, 10:05:23 AM »
Now while some people have set forth that you would need to set the hull depth of ships, i.e. and "accurately" model the water.
I do not see where this would come into play as a PT boat can torpedo the ships we already have.
To me, having hull depth and setting torpedo depth, something that could be set, seems to be in the same category as setting your fuel mixture and RPMs, etc to fly - unnecessary. Afterall, this a game based on WW2 planes, vehicles, seacraft; not a total SIM.

I agree completely. I don't see why we would need to model the water......I'd think itd be easier to model the Sub in three different modes....

1. Surfaced: Complete visible top part of body (which can be damaged by anything and everything), faster movement speed, mannable guns and torpedo launcher (no idea how one would put in the graphics for this, Im assuming a view of the bridge or a view through a periscope like out current 17lber or norden bombsights).

2. Submerged: Invisible (except the periscope), which would be visible only at really close ranges (thinking within 200 yards?), can be damaged only by torpedos (yay something for the B5Ns to hunt) or newly introduced ordinance (depth charge/sea mines etc.) only by those craft equipped to go sub hunting.

3. Diving mode: A timed mode (maybe 20-30 seconds) where the visible and damage box of the surface model shrinks over time to eventually reach the submerged model.

Finally as regards use, why not makes sub packs function like miniature carrier groups? Add 2 or 3 subs per pack, add 5 to 10 packs over the map and let them work like todays CV fleets. Players can set patrol routes, and let them get there themselves 5 hours later.
If the sub detects a enemy CV or aircraft within warning range a country wide 'airbase under attack' warning goes off (like it does today) and it will cause the sub to automatically initiate a dive if not under player command.

When under a player command a sub can be used offensively to launch torpedos etc.

Plus please also add the ability to steer a ship from a helmsman perspective when it is under your command (instead of entering haphazard waypoints on the maps as we do today).
<S> Hazardus

The loveliest thing of which one could sing, this side of the Heavenly Gates,
Is no blonde or brunette from a Hollywood set, but an escort of P38s.

Offline Lab Rat 3947

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Re: U-boats
« Reply #18 on: March 03, 2013, 10:27:25 AM »
Quote
Finally as regards use, why not makes sub packs function like miniature carrier groups? Add 2 or 3 subs per pack,
similar to flying three bombers, with the same options; a single sub or a pack of three.
Sounds like a step in the right direction towards implemtation.  :aok

LtngRydr    :old:
LtngRydr
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Offline matt

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Re: U-boats
« Reply #19 on: March 03, 2013, 01:15:08 PM »
well dang. Merchant ships would be cool.
why

Offline Groth

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Re: U-boats
« Reply #20 on: March 03, 2013, 06:13:25 PM »
Sea Hurr had mod to fly off converted merchant ships...interesting history of actual use...most times one-way mission.

Offline Megalodon

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Re: U-boats
« Reply #21 on: March 04, 2013, 11:13:25 AM »
why

They could be part of the strait system

Float planes at the ports would be cool too.
Okay..Add 2 Country's at once, Australia and France next plane update Add ...CAC Boomerang and the Dewoitine D.520