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.