Author Topic: Ship Damage Model  (Read 151 times)

Offline Seagoon

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Ship Damage Model
« on: April 09, 2002, 01:27:13 PM »
Hi HT,

First THANKS! for setting the CV sink mark at 8K. This was a much needed change.

I'm wondering though if it would be possible to make some further changes in future patches to heighten the realism:

1) Fire and Smoke from bomb/torpedo hits. No CV, CA, or DD when hit by a bomb or torpedo that detonates fails to smoke. This would be a great asset in locating the CV from a distance and in determining if it has already been hit. Also, this would simply be adding realism to the game.

2) Bomb damage effects: The flight deck should be taken out of action for a duration of time (determined by bomb size) when it is hit, even if it is only a minute or two (for scale) this would be an improvement. Also [this will be more difficult but...] Torpedoes should also produce a list for a while until counterflooding can correct it.

3) Guns on the CV and CA should be knocked out or damaged by direct hits by large enough bombs. A 1000lb AP bomb falling on a 5 inch turret should knock it out - they did. At least for a time. Adding a "this gun has been destroyed" feature to ships would add to the realism.

- 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 CavemanJ

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Ship Damage Model
« Reply #1 on: April 09, 2002, 03:14:10 PM »
Nice ideas, I like'em.  On the destroyed guns, just make the player manable guns able to be destroyed.  And maybe all the 5" guns, player manable and AI.

I remember a thread where some suggested varying effects on the CV as it took hits.  taking 25% available fuel off the boat for each 2k of ordinance put on into the flattop.  No more bombs/rockets at 50 or 75% damaged.

Would be fun to try taking off of a listing flattop :D

But what about speed and turning ability while the fleet repairs itself....  that would have to be looked at too.

Offline Sabre

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Ship Damage Model
« Reply #2 on: April 13, 2002, 04:01:29 PM »
From a previous post of mine on this subject..."Incremental Ship Damage"

By that I mean specific parts of the ship can be damaged and put out of action for a period of time. Drop a bomb on the CV's elevator puts it out of action for 15 minutes (same as hangers), meaning you can't launch planes for that time. In addition, damage points would accumulate towards actually sinking the vessel. This damage would not go away, but would accumulate until the requesit 8,000 pounds (to sink the CV) was reached, at which point the ship turns turtle. Gun posistions, both manned and AI could also be taken out, but would repair over time just as with land bases. Add smoke and fire to let you know you've done some damage to the ship, which would of course go out just before the system was repaired.

On last thing, I'd love to see fleet auxiliaries added, i.e. a tanker, ammo ship, and troop ship. These would be exactly analgous to the fuel storage tanks, ammo bunkers, and barracks at bases. Damage them, and you loose that capability while repairs are underway. Sink them, and they're gone until the CV group respawns or an arena reset occurs.

Oh yeah, almost forgot...give the commander the ability to take manual control of the helm and speed controls for the fleets. Thanks.
Sabre
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Offline LtHans

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Ship Damage Model
« Reply #3 on: April 17, 2002, 03:44:43 AM »
The only two ideas that I am interested in the ships are

1.  Gun aiming from the gun directors (the boxes on top of the superstructure).

2.  Manable forwards turrets on the Destroyers.


Perhaps add a destroyer as a perk ship.  Or a submarine.

Offline Pepe

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Ship Damage Model
« Reply #4 on: April 17, 2002, 06:28:36 AM »
I like the gun director Idea. Even 2 of them, one for naval/land targets, and one AA director. It could work well too. For instance, gun director can designate targets, and toggle them. As long as the crosshair is over target, info for gunners is feeded in the system.

If the gun director post is manned, Gunners have bearing, and speed of director's toggled target, and data changes colour when aiming is a correct gun solution. If not manned, gus work as usual.

Cheers,

Pepe