Author Topic: Ignor  (Read 152 times)

Offline Kevin14

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Ignor
« on: July 01, 2002, 10:25:20 AM »
Edited
« Last Edit: July 01, 2002, 10:46:34 AM by Kevin14 »

Offline loser

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Destroyers
« Reply #1 on: July 01, 2002, 10:46:51 AM »
good question.  And i have no idea.  I hate looking at that gun while im firing the incredibly useless guns on the destroyers.  "Why cant i use that gun,,,,,whhhhhhaaaaaaaaaaaaaaaa!"

Offline Sabre

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Destroyers
« Reply #2 on: July 01, 2002, 11:25:57 AM »
I believe the 3" (or 5"; I'm not sure which) guns in the DE turrets contribute act as high altitude flak (a.k.a. puffy-flak).  Each DE only has a couple of these big guns.  A gun can be either player-controlled or A/I controlled, but not both.  So it appears HTC left them as A/I controlled, to insure there would be sufficient high alt. flak for fleet defense.  Either the code would have to be changed to allow guns to be both A/I controlled and player controlled, or the DE needs to be replaced by a full-fledged destroyer.  A true DD generally had three to five guns of ~5" caliber.  That way, two could be puffy-flak, and one or two could be player guns.

Sabre
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Offline Nilsen

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Destroyers
« Reply #3 on: July 02, 2002, 08:31:23 AM »
if these gunns also could be manned it would be eaven more impossible to divebomb a cv.

leave it as it is.

The idea of independent destroyers however is interesting, but kills in those "beasts" should not count on scoreboard. It would be to easy to get kills.

Offline Sabre

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Destroyers
« Reply #4 on: July 02, 2002, 12:07:54 PM »
Quote
Originally posted by Nilsen2
if these gunns also could be manned it would be eaven more impossible to divebomb a cv.

leave it as it is.

The idea of independent destroyers however is interesting, but kills in those "beasts" should not count on scoreboard. It would be to easy to get kills.


You're assuming people will man up all those extra guns, Nilsen.  As it is, there are almost always extra guns left unmanned on an MA fleet.  So increasing the number of player-manned 5" gun turrets (I believe there are eight now, 4 on CV and 4 on CA) would have minimal impact on how difficult it is to get a dive bomber close.  It would however, keep the fleets as viable offensive units after the capital ships are sunk, since even the escorts could provide shore bombardment.  As a result, you could also increase the respawn interval.  That way, killing the CV alone would not remove the entire fleet from play a mere 10 minutes later.

Another possibility would be to take the proximaty fuse out of the flak equation, allowing the players to control an entire battery instead.  The player would have to actually lead the target, but when he pulled the trigger, two or more turrets on a ship would fire all their guns together (a flak box).

I'm definitely all for the independent destroyer idea, though they would definitely be perked heavily.
Sabre
"The urge to save humanity almost always masks a desire to rule it."