Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Butcher on December 27, 2011, 06:56:32 PM
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I had an idea when taken from Jugler's forum topic about moving carriers further off shore to prevent the puffy from murdering anyone trying to take off.
Well the idea is re-Arrange some of the Carrier groups, some maps have various carrier group configurations so I can't think it would be to hard to modify a few.
Moving a carrier off shore helps defenders take off and climb out without puffy ack, however carriers are still pretty vulnerable to buffs so my idea is re-arranging the carrier groups, and adding the Cleveland class light cruiser.
Now the basic idea is, if the CV group has to stay off shore, it needs to be better defended since defenders can take off and climb out. In order to protect the carrier group a little better, the Cleveland comes with 12 × Mk.16 6 inch guns(4×3) and 12 × 5 in/38 cal gun (6×2).
To make up play balance, carrier groups get more firepower, but at a further range - not so accurate, however they do get an extra 6 5inch guns to a carrier fleet. Of course you can't add all the 5 inch on a Baltimore class cruisers, still should be room for 40mms for close defense.
our fleet now has:
1x Heavy Cruiser with 9 x 8 inch Guns (3 x 3), 4 x 5 inch twin Guns (2 x 2)
1x Carrier with 4 x 5 inch twin Guns (2 x 2), 2 x 5 inch Single Guns
4x Destroyers with 2 x 5 Inch Single Guns
Total 5 inch: 22
Upgrading it would look like this:
1x Heavy Cruiser with 9 x 8 inch Guns (3 x 3), 4 x 5 inch twin Guns (2 x 2)
1x Carrier with 4 x 5 inch twin Guns (2 x 2), 2 x 5 inch Single Guns
1x Cleveland Cruiser with 12 x 6 inch Guns (4 x 3) 4 x 5 inch twin Guns (2 x 2)
3x Destroyers with 2 x 5 Inch Single Guns
Total 5 inch: 28
This gives a carrier group some protection if the Heavy cruiser gets sunk it still has a second light CL for defense.
Probably stupid idea, but why not throw it out there, its Warship porn!
(http://yorkship.us/Cruisers/CL-58_Denver_n39431.jpg)
(http://www.globalsecurity.org/military/systems/ship/images/cl-55-line.gif)
(http://th00.deviantart.net/fs43/PRE/f/2009/097/e/2/Cleveland_class_cruiser_by_baldson.jpg)
(http://www.history.navy.mil/photos/images/h50000/h50220.jpg)
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So, you want MORE guns to head shot Juggler once he reaches 3001 feet?
What a terrible idea.
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So, you want MORE guns to head shot Juggler once he reaches 3001 feet?
What a terrible idea.
This isn't puffy ack, its manned guns. Big difference Melvin.
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this gets a big +1
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This isn't puffy ack, its manned guns. Big difference Melvin.
Oh, so you want MORE guns that can headshot Juggler anywhere from the deck to 10,000 feet?
Sounds good. :aok
EDIT: In all seriousness, I'm totally on board with more Naval equipment. What this game needs is more "depth" to keep people occupied. We need convoys and rail yards to attack. Towns need to be harder to capture. Not by adding more buildings, but by adding more ack and perhaps a VH in town. Etc, etc.
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If you want to improve AAA, why not use an Atlanta class AAA cruiser? Lose the 6" batteries but gain alot more
5".
(http://www.navweaps.com/Weapons/WNUS_5-38_mk12_Atlanta_pic.jpg)
http://en.wikipedia.org/wiki/USS_Atlanta_%28CL-51%29 (http://en.wikipedia.org/wiki/USS_Atlanta_%28CL-51%29)
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If you want to improve AAA, why not use an Atlanta class AAA cruiser? Lose the 6" batteries but gain alot more
5".
(http://www.navweaps.com/Weapons/WNUS_5-38_mk12_Atlanta_pic.jpg)
http://en.wikipedia.org/wiki/USS_Atlanta_%28CL-51%29 (http://en.wikipedia.org/wiki/USS_Atlanta_%28CL-51%29)
Well if we wanted more, then HTC could add the full battery on the Baltimore class cruiser we have, I figure overkill would be a bad idea.
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I think Rino has the proper correction. Did the 6" fire anti-air rounds? Where as the 6xdual 5" of the Atlanta light cruiser posted was specific for anti-air.
Boo
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I think Rino has the proper correction. Did the 6" fire anti-air rounds? Where as the 6xdual 5" of the Atlanta light cruiser posted was specific for anti-air.
Boo
They did, it could be switched like the 5 inch we have now (ground, air), gives you a choice...pound town or those buffs about to nail the cv. :aok
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+1 to everything, except you forgot my favorite ship of all:
(http://upload.wikimedia.org/wikipedia/commons/thumb/e/ea/BB61_USS_Iowa_BB61_broadside_USN.jpg/220px-BB61_USS_Iowa_BB61_broadside_USN.jpg)
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i want more ships/guns on our fleets but only mannable. a fully manned fleet should be able to stop any single plane or set of bombers. ever see video on a cv attack, tons of crap shooting (and i think more 40mm is an order).
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Don't know if I made this wish before, but I would love to see ports having the ability to have more than on fleet. Connecting to the OP's idea one group would escort the carrier. Other(s) would carry a mixture of (possibly faster) ships, not overlooking the troop and equipment carriers.
- Opens the door for totally different naval stradegy.
- Carrier groups would not be able to navigate close to land.
- In order to capture an enemy fleet, all troop carriers and CVs must be destroyed.
- Only troop carriers and their escorts would be able to navigate near shorelines.
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+1 for more mannable guns.
I say leave the CV alone but add more mannable guns and or more ships in the CV group.
I don't mind the CV being off shore. It happened in WW2 with shore bombardment.
I mean what's the difference between a CV group and it's puffy ack resisting take off at a base than a GV spawn camping or some vulchers covering a base? You have to kill the GV in order to spawn or clear the vulchers before taking off, so kill the CV in order take off.
Related to CVs,
1) I think there should be a timer on a captured ports CV that if a port is captured there is 1-2 hours before the CV expires/sinks/dies unless you capture the port back. This will keep idiots from hiding a CV because they will only have 1-2 hours before the CV is "gone" unless the port is recaptured. This rule is only for invading countries. The original owner of the CV does not have a timer when they recapture their own port.
Hiding a CV in a corner is the lamest so called "strategy" ever. It's a game, let's have fun, use the CVs, ......on second thought, add more CV groups!!!!!!
2) Add more ships to CV group
3) Add more mannable guns
4) Add ports to every map and more to those maps that have some already
5) Make a large battle fleet (1 per side) with 2 cvs in it
6) Let CVs go back to port to repair themselves if they stay at port for 15-30 minutes (yes I know refit and repairs took longer) but so did fixing tanks and towns and airfields but we resupply them too.
7) Let CVs be resupplied by another cv group nearby, a C-47 dropping supplies or a PT boat from a port bringing supplies. Alot of supplies would be needed of course as guns would be repaired first but at least the cv could be repaired....... or make the supplies only fix the guns and it would have to "port" for 15-30 minutes for structural damage repairs.
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I don't mind the CV being off shore. It happened in WW2 with shore bombardment.
Umm, I have heard the opposite.......... Not even going to check to see. Just seems to reason the carriers and their cargo were far too precious to roll up anywhere near a position that could be given away by radio. Open sea contacts were something entirely different. That is why I wish it were possible to have multiple fleets from a single port. One would escort the carrier and the other would carry the landing forces. Better yet add 2 or more landing force fleets to a single port (depending on the size and / or relative open seas of the map).
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Then you would need fast attack groups to hunt the CV groups and destroy them.
You know the vTards will just hide all of these they can off the edge of the map in bishland. No two players will agree where any of those types of assets are best used other than whizzing naughty words across the map. And just like the GV players we will get a new class of "Can't You Just Leave Us Alone" whine from the dedicated mariners who will put a few hours into coordinating epic sea battels that will die in a single bomber pass to spite them and their efforts.
The immunity bombers experience in the game from puffy ack now will make expanding the maritime game a hair pulling folly. Change the ack so it is suicide to level bomb a CV lower than 18,000 feet(Icon Range) and reduce the auto ack bubble to that distance lateraly. 6,000 yards in any direction. Don't allow CV or capitol ships closer than 20,000 yards to shore. Then expanding the maritime game would be feasible or you are simply giving bombers more milk run targets. As it is 10,000 feet seems to be the lazy way to kill a good CV furball or base capture battle in one immune pass.
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Bustr,
I agree with the gameplay issues that you raise.
- By adding more fleets to a single port, we can accomplish some things to answer your (also my) concerns about game play.
- Currently fleets need to get crazy close to launch lvts reasonably within effective range
- Currently sinking one CV respawns the entire fleet
- Currently fleets are hidden from action to count as a field
- Proposal for multiple fleets restricts carriers and escorts range from shoreline and allows troop and equipment carriers and escorts within range to launch troops effectively
- Proposal for multiple fleets can call for a number of conditions to be met before any one fleet respawns; all troop carriers, all destroyers, etc.
- Proposal for multiple fleets offers more attack options from sea; pickett defense, combined attacks including long range shelling and coastal landings, etc
- Proposal for multiple fleets provide more reasons to keep fleets in action instead of in reserve as another unused field
Arguements over where to take the fleets will still occur, and that is something that countries will have to decide with the use of the rank system that exists. Past that we can only film or report abuse of the fleet command, but with additional toys to play with the Admirals should have enough to share.
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The moment HiTech and Pyro decide they want a mature maritime system they will probably change all of these issues to make beiing a dedicated sailor practicle. If you think about how slowly they genisis this game at it's core it looks like the time is simply not here yet for that much new code and graphics work. We are proving we have out grown the Aces High MkI style maritime game with all of the powerful tools that are available to us since the release of Aces High MkII.
Changing the puffy ack lethality and range bubble, extending the minumum distance to shore, and adding a hunter killer light cruiser with escorts to kill CV groups and harrass feilds might be interesting. Spying would be out of hand but, hey admrials can't drive around in circles blowing bubbles all night long.
How's about some jeep carrier groups or those tiny things the brits loaded with spits and hurris.
I think it's about the available time in Texas rather than no one's listening.
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Just seems to reason the carriers and their cargo were far too precious to roll up anywhere near a position that could be given away by radio.
Yes and no ... Escort Carriers were used to support landings, they were often deployed in "Risky" positions ... The landings in N. Africa are a good example ... Air Support / Superiority was vital to successful amphibious assaults and Capital Ships had to be protected.
My experience thus far is that CVs are present in about the right proportion to players interest in them ... They are sometimes ignored when under attack and seem to be frequently dispatched to attack positions without regard for who will utilize them when they arrive. We don't really NEED more of THAT ...
:huh
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+1 Definitely. I'd love to see vehicle landing craft as well as more cruisers, battleships, larger carrier task groups etc..
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One of the changes I'd like to see in CV land is giving the CVs a much larger radar ring (double to 24 miles?). By the time you see buffs coming on CV radar it is too late to up an intercept. IRL they had smaller ships deployed as radar pickets to give them expanded range (and over the horizon coverage).
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I want to see no more hiding of CVs. Lame tactic :(
I think there should be a timer on a captured ports CV that if a port is captured there is 1-2 hours before the CV expires/sinks/dies unless you capture the port back. This will keep idiots from hiding a CV because they will only have 1-2 hours before the CV is "gone" unless the port is recaptured. This rule is only for invading countries. The original owner of the CV does not have a timer when they recapture their own port.
Hiding a CV in a corner is the lamest so called "strategy" ever. It's a game, let's have fun, use the CVs, ......