Aces High Bulletin Board

General Forums => Wishlist => Topic started by: AirDoom on February 28, 2013, 05:22:11 PM

Title: U-boats
Post by: AirDoom on February 28, 2013, 05:22:11 PM
It would be interesting to have U-boats in the MA, add to the war...just a thought. & for the WW1 arena to have Zepplins.
Title: Re: U-boats
Post by: Zacherof on February 28, 2013, 05:26:22 PM
Already been asked for the hundredth time. Water would have to recoded since its "hard", also ubouts are a lot slower than the cv which runs at35 knots, not to mention torpedoes. On the other hand if we had merchant ships run IMF around the high seas........
Title: Re: U-boats
Post by: AirDoom on February 28, 2013, 05:32:54 PM
well dang. Merchant ships would be cool.
Title: Re: U-boats
Post by: Ack-Ack on February 28, 2013, 07:12:03 PM
We'll get submarines some day, HiTech has already stated he wants to add them as an honor to his father that was a submariner.

ack-ack
Title: Re: U-boats
Post by: Zacherof on February 28, 2013, 07:25:51 PM
As he stated what submarine he wants to use? German, American, or Japanese?
Title: Re: U-boats
Post by: Volron on February 28, 2013, 08:29:45 PM
Best bet would be the sub type his father was on as the first one. :)
Title: Re: U-boats
Post by: tuton25 on February 28, 2013, 09:16:38 PM
Maybe have supply convoys between ports similar to the way they are between bases
Title: Re: U-boats
Post by: F77 on March 01, 2013, 04:38:35 AM
As he stated what submarine he wants to use? German, American, or Japanese?


You forgot british!
Title: Re: U-boats
Post by: jeffdn on March 01, 2013, 06:37:11 AM
Best bet would be the sub type his father was on as the first one. :)

So either a Gato or a Balao class, most likely. Coooooool!
Title: Re: U-boats
Post by: MK-84 on March 01, 2013, 08:39:04 PM
So either a Gato or a Balao class, most likely. Coooooool!

I would rather command a type VIIC UBoat.

(http://www.halcyon-class.co.uk/u655_files/image002.jpg)
(http://static.panoramio.com/photos/1920x1280/59076582.jpg)
(http://www.oliversart.co.uk/acatalog/images/jpgs-lrg/Nicolas_Trudgian_aviation_art/1015_Sea-Wolves_nick_trudgian.jpg)
(http://www.uboataces.com/photos/20051116540154844.jpg)
(http://4.bp.blogspot.com/-vYkGKXSpvok/Tv-oEPD2OWI/AAAAAAAAC3g/go0znIjt2wo/s1600/U534.jpg)
Title: Re: U-boats
Post by: EagleDNY on March 02, 2013, 11:32:40 AM
We can't catch CV groups in a PT going over 40 knots - a U-Boat would have no chance at all.   
Title: Re: U-boats
Post by: shotgunneeley on March 02, 2013, 02:19:09 PM
Merchant convoys, submarines, warships...that would all add another dimension to the naval game I'd like to see. The trick would be to confine it enough to make it exciting for combat instead of people loosely roaming the vast high seas.

I envision naval version of tank town where players can spawn controllable surface ships (non carrier type) and submarines out into a designated sector. Players can operate their craft within this sand-box to duke it out in sea battles similar to the GV fights. If you want to leave the sector to sail freely around looking for CV groups or to shell a coastal field, then I say its your $15 bucks so have at it. A player can switch between sailing the vessel or operating a fire-control station (or a gunner can join). Merchant ships operate like M3s and C-47's, pulling along side other warships to deliver supplies. We could have multiple spawn points directly to other ports in addition to the "ship town" in the middle of the ocean. Depends on how much we want naval forces to play a part in the base attack game.

Particular to submarines, I wouldn't think it to be a problem on systems to code in a new layer to give the water enough depth to submerge in. The water surface would function like an impermeable cloud layer, where subs "fly" below the surface to a certain extent. How deep should a sub be able to go? Will it be able to submerge below periscope depth? If so, how will it navigate ? will there be an air/battery limit to eventually force a sub to the surface? What kind of defensive measures (air and sea depth charges, sonar, etc.) should be created?
Title: Re: U-boats
Post by: mthrockmor on March 02, 2013, 03:17:19 PM
The Zeppelin seems a better add. I believe they even had machine guns to protect themselves.
Title: Re: U-boats
Post by: pembquist on March 02, 2013, 04:05:41 PM
Put Silent Hunter III and AHII in a magic box and shake!
Title: Re: U-boats
Post by: Lab Rat 3947 on March 03, 2013, 04:33:06 AM
I know nothing about "coading", the last time I was learning was in 1974 - Fortran and Cobol were the two languages back then.

However, to me a submarine would have three views; one from the periscope, one from the conning tower and the other would be firing the deck gun.

As far as the periscope goes, it seems that the coding would be similar to that of bomber gun turret or tank turret.

The conning tower, the same as a GV driver/commander.

For the deck gun, wouldn't that be the same as the manable guns we already have.

Torpedoes; PT Boats can already launch torpedoes.

Underwater speed, I know it is very slow as compared to running on the surface. 7 knots as compared to 20, I think.

While on the surface, killing a sub would be similar to destroying a ship. There would have to be a time limit of sorts for a sub on the surface to be vulnerable to strafing and also a bomb attack as it dives to a given depth to be safe depth from areial bombs, & rockets. ( I do not knowif a sub was ever taken out by 5" HVARs, I leave that to the history experts)

The only problem, I see, would be adding a menu to control/display depth of the sub; i.e. to set the depth of the sub - surface, periscope depth, deep dive to avoid depth charge attack.

Subs were attacked with depth charges from destroyers, (or any other ship, DE's, I'm not familar about that part) or depth charges dropped by sub-hunting planes.

Now as to the question of sonar; would it be like the radar/darbar we now use? However, the deeper you go the harder is to "accurately", locate the killzone, defined by depth and location.
Depth charges would necesarrily be variable as to the pressure depth detonation.

Would adding the "ping" sound be possible?

Would controlable destroyers be needed to search with sonar & drop depth charges?

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'm a P38 dweeb, that's all I fly. I wouldn't be using a sub. But I thought I would add my thoughts to the subject. Occasionally I do fly the P38L heavy and sinking a sub on the surface or as its diving just might be fun.  :old:
Title: Re: U-boats
Post by: Greebo 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.
Title: Re: U-boats
Post by: F77 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!)
Title: Re: U-boats
Post by: Hazard69 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).
Title: Re: U-boats
Post by: Lab Rat 3947 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:
Title: Re: U-boats
Post by: matt on March 03, 2013, 01:15:08 PM
well dang. Merchant ships would be cool.
why
Title: Re: U-boats
Post by: Groth 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.
Title: Re: U-boats
Post by: Megalodon 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.