Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Valkyrie on September 05, 2017, 02:14:32 PM

Title: Naval Gunnary
Post by: Valkyrie on September 05, 2017, 02:14:32 PM
Hitech please!

1. Firing all guns from local control on a ship. Example would be that one turret can control all the batteries that are in the field of fire provided they aren't individually manned. This could also simulate firing guns from the Plot which was the standard practice.
2. Firing the guns in a turret individually. This would really help with ranging especially on the 16in guns. Example being the setting of a salvo on the bomb, rocket, and drop tanks.

Two ideas which would add realism and help game play with naval gunnery and shouldn't be too costly.

Oh and if we could pretty please get the P-47D-23 Hitech, the 56th fighter group would be eternally grateful!
Title: Re: Naval Gunnary
Post by: bustr on September 05, 2017, 03:11:43 PM
Do paying customers have the ability to bump you from all but one gun, or is this a backdoor to full control of a ship by a single player?
Title: Re: Naval Gunnary
Post by: EagleDNY on September 05, 2017, 06:34:59 PM
I like the idea of having a gun director position on the ship - put it up high and give him big optics.  If he fires, all main gun turrets NOT under local control will shoot at his target.  +1
Title: Re: Naval Gunnary
Post by: Valkyrie on September 05, 2017, 07:04:47 PM
Do paying customers have the ability to bump you from all but one gun, or is this a backdoor to full control of a ship by a single player?

Not sure what you are getting at Bustr. The idea is for all guns not under control a player in a turret to be controlled from Plot or another turret as was actually done. If some takes control of a turret it then goes into local control and fires on its own as usual.
Title: Re: Naval Gunnary
Post by: Volron on September 06, 2017, 01:22:46 AM
If I'm reading this correctly, OP want to have the ability to use a Fire Control Tower to control all guns that are open, and doesn't lock the turrets.
Title: Re: Naval Gunnary
Post by: EagleDNY on September 07, 2017, 06:36:09 PM
If you are worried about who has control of the gun director post, just make it the player who has command of the CV.  #1: Everyone will KNOW who is running the guns.  #2: Newbies / Free Players can be ejected by someone with a higher ranking taking command of the CV. 
Title: Re: Naval Gunnary
Post by: Mister Fork on September 08, 2017, 11:22:07 AM
Hitech please!

1. Firing all guns from local control on a ship. Example would be that one turret can control all the batteries that are in the field of fire provided they aren't individually manned. This could also simulate firing guns from the Plot which was the standard practice.
2. Firing the guns in a turret individually. This would really help with ranging especially on the 16in guns. Example being the setting of a salvo on the bomb, rocket, and drop tanks.

+1 on having F&C centre on the larger ships - as long as they're not occupied. And having a single optics similar you have today. And all guns in range should fire (including 5"). It's how it worked on battleships, cruisers, etc. You should tie ALL ship guns (including escort) into this mix as well. and if someone occupies a gun, well, it's no longer part of the control from the F&C centre.
Title: Re: Naval Gunnary
Post by: asterix on September 09, 2017, 03:06:38 AM
-1 because it seems like a lot of firepower to be controlled by a single player and makes sneak attacks faster and more effective. All that firepower could be directed towards a base at some point while hangars are up making it harder to up planes or vehicles. Some armchair generals might make too much noise when someone occupies a gun and takes it away from him.

+1 for  the P-47D-23
Title: Re: Naval Gunnary
Post by: Chalenge on September 09, 2017, 03:14:42 AM
Yeah, sounds like an excellent way to drop enemy ships with a single salvo. I know I could do it if this system (your wish) was in use.
Title: Re: Naval Gunnary
Post by: lunatic1 on September 09, 2017, 10:58:33 AM
-1
you need to keep individual players to man turrets for base attack and ship defense 1 turret can fire on base/town other 2 fire on attacking cv or 2 turrets firing on town 1 on the base or vice versa
Title: Re: Naval Gunnary
Post by: EagleDNY on September 10, 2017, 06:15:48 PM
-1
you need to keep individual players to man turrets for base attack and ship defense 1 turret can fire on base/town other 2 fire on attacking cv or 2 turrets firing on town 1 on the base or vice versa

Having a gun director position does not stop that ability.   Guns that are manned by players go into local control - the gun director will only take control of unoccupied guns (which you would never actually have on a ship at battle stations).   
Title: Re: Naval Gunnary
Post by: Valkyrie on September 12, 2017, 05:58:14 PM
Bump for Hitech!
Title: Re: Naval Gunnary
Post by: Valkyrie on September 13, 2017, 09:08:34 PM
Bump for Hitech!
Title: Re: Naval Gunnary
Post by: The Fugitive on September 13, 2017, 09:09:45 PM
Bumping something like this is a sure way to get it locked, just saying.