Zhukov011 Players 16 posts 1,292 battles Report post #1 Posted October 23, 2018 I know World of Warships from the outset has never been planned to be a Naval simulator. But to be honnest this “game” has soo much potential to get to a simulator level. I trully love this game, but here are a few pointers that up the ante. 1) Waves should have influence on balistics as do atmospheric conditions. 2) Full ship explosions. HMS Barham ( look it up on youtube) 3) Search lights, (offcourse in a realistic mode) 4) Huge maps.....Search missions involving carrier recon and onboard recon planes...lets play a bit longer ...lets try and find our enemies. 5) More sound effects like “man battle station” when airplanes are bound to attack you. 6) Oil spots that spread out after sink. 7) damage modelling can be done more atractive ( parts flying off cant be fixed) 8) After firing BB main guns the barels always lowered to zero to reload. 9) main battery blast bags should be moving when fired. 10) mining , mine laying, mine sweeping should be implented. 11) what i would really love is to be able to walk over the deck to explore the ship in scale, like a 3D museum. https://m.youtube.com/results?search_query=Hms+barham 4 Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #2 Posted October 23, 2018 And of course: Steering should be faster when going full speed and almost be nonexistent when slowing down. FUN! 1 1 1 Share this post Link to post Share on other sites
Zhukov011 Players 16 posts 1,292 battles Report post #3 Posted October 23, 2018 Yes....indeed Just now, aboomination said: And of course: Steering should be faster when going full speed and should almost be nonexistent when slowing down. FUN! 1 Share this post Link to post Share on other sites
Zhukov011 Players 16 posts 1,292 battles Report post #4 Posted October 23, 2018 I trully believe this game has soo much more potential. To have a simulator mode with much more realism in it is trully the way to go. 1 Share this post Link to post Share on other sites
[CBS] Allied_Winter Players 6,242 posts 10,755 battles Report post #5 Posted October 23, 2018 1. No, this would influence smaller ships way more than larger ships. And even capital ships would have a hard time in a strom. 2. Yes! 3. Maybe? 4. Ahm... no. It's even now an annoyance when you have minute long intervalls with little happening 5. Why not. 6. Why not 7. Why not. 8. Why not 9. Why not 10. Yeah... no. Maybe on the edge to prevent BBs from camping ... 11. That'd be cool 12. Faster steering? NO! HELL NO! As far as I'm concerened it should be nerfed (for a realism mode). Share this post Link to post Share on other sites
[TTTX] Tyrendian89 [TTTX] Players 4,608 posts 8,139 battles Report post #6 Posted October 23, 2018 46 minutes ago, Zhukov011 said: I trully believe this game has soo much more potential. To have a simulator mode with much more realism in it is trully the way to go. okay, then why don't you go ahead and implement all of that. Only gonna take you a few years, I reckon... ...ridiculous amounts of effort... 2 Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #7 Posted October 23, 2018 I doubt many will have fun waiting for well over 10 seconds for a shell to hit at <10km ranges. 1 1 Share this post Link to post Share on other sites
[HMSR] Major_Damage225 Beta Tester 2,875 posts 7,295 battles Report post #8 Posted October 23, 2018 OP, i'm all for more realism detail to be implemented for better imersion, heck i play on a 55 inch 3D tv with 3D turned on, but some of you'r sugestion's as mutch as you may find them good, cant be in wow's. I do love you'r idea for a first person explore mode, that would be really neat. Share this post Link to post Share on other sites
[CHEFT] ForlornSailor Players 7,374 posts 11,735 battles Report post #9 Posted October 23, 2018 1 hour ago, aboomination said: And of course: Steering should be faster when going full speed and almost be nonexistent when slowing down. FUN! Anyone, that has ever steered a somewhat bigger vessel will laugh about how ships behave in WoWs - and laugh about realistic proposals. The time it takes for a ship with a lenght of f.e. 120 meters to react is insane. If we would have steering anything close to reality, we would all be crashing into islands. permanently. 1 Share this post Link to post Share on other sites
[NECRO] Deckeru_Maiku Beta Tester 6,636 posts 24,864 battles Report post #10 Posted October 23, 2018 1 hour ago, aboomination said: And of course: Steering should be faster when going full speed and almost be nonexistent when slowing down. FUN! And not to forget: No backwards sailing without tugboats... Oh, all those BBs not getting the message and trying to get back behind the bush island they kemp behind.... *lol* 2 1 Share this post Link to post Share on other sites
[WCBG] BrusilovX Beta Tester 2,838 posts 23,907 battles Report post #11 Posted October 23, 2018 Not to forget the hit ratio of guns at range - 15 minute battles would result in little or no damage - so not much in the way of credits or XP. The grind would really be painful for all. I imagine that each battle would have to last hours - something that not everyone can invest their time in. 1 Share this post Link to post Share on other sites
[BIF] K82J Players 827 posts 10,204 battles Report post #12 Posted October 23, 2018 2, 6, and 11, i would welcome those. Especially the 2nd. Plus, what i would like to see some day, some scorch marks on the islands. But, to have a realistic mode, nope. Would be a forever match with realistic flight times and hit ratios. Just think about , i read somewhere that Rodney couldnt hit the Bismarck from 3 km......... Share this post Link to post Share on other sites
anonym_mlJIAFnOwMVb Players 543 posts Report post #13 Posted October 23, 2018 do you realize how long it takes to steer a large vessel quickly? You can jam the wheel all the way to one side and go get a cup of coffee until the ship reacts. No thanks. Share this post Link to post Share on other sites
Tempest_V_ Players 22 posts 1,637 battles Report post #14 Posted October 24, 2018 Le 23/10/2018 à 20:49, Zhukov011 a dit : I know World of Warships from the outset has never been planned to be a Naval simulator. But to be honnest this “game” has soo much potential to get to a simulator level. Good ideas. Here's a cheaper one : removing those ridiculous smoke trails behind the flying shells, they look like katiushas' 1 Share this post Link to post Share on other sites
[I401] That_Other_Nid Players 969 posts 11,943 battles Report post #15 Posted October 24, 2018 On 10/24/2018 at 5:49 AM, Zhukov011 said: I know World of Warships from the outset has never been planned to be a Naval simulator. But to be honnest this “game” has soo much potential to get to a simulator level. I trully love this game, but here are a few pointers that up the ante. Reduce the models back down to the correct size, or about 20% of the current models. Introduce the curvature of the earth so ships disappear to below the horizon with only masts visible at long range. 3 Share this post Link to post Share on other sites
[COMFY] howardxu_23 Players 793 posts 2,080 battles Report post #16 Posted October 24, 2018 Yamato should have a explosion on death when sinking like the real one :D. But plus one for most of the parts to make it more immersive. As in 2, 5-9, and 11 sounds like a really good idea.( for paper ships or ships similar to ijn warships, ie all plans destroyed, just around the outside would be enough. Stuff like Belfast and Iowa can have a more fully detailed interior for port) that said more realistic looking sea would be nice(with Visable waves on it rather then a flat sheet) Share this post Link to post Share on other sites
[NKK] valrond Beta Tester 884 posts 12,999 battles Report post #17 Posted October 24, 2018 On 10/23/2018 at 9:57 PM, El2aZeR said: I doubt many will have fun waiting for well over 10 seconds for a shell to hit at <10km ranges. Those will go play WT Naval Forces. Share this post Link to post Share on other sites
AnEvilJoke Players 1,647 posts 7,138 battles Report post #18 Posted October 24, 2018 Limited ammunition boys!!! Where can I subscribe for this mode??? @MrConway 1 Share this post Link to post Share on other sites
mariouus Players 1,158 posts 14,792 battles Report post #19 Posted October 24, 2018 On 10/23/2018 at 11:12 PM, ForlornSailor said: Anyone, that has ever steered a somewhat bigger vessel will laugh about how ships behave in WoWs - and laugh about realistic proposals. The time it takes for a ship with a lenght of f.e. 120 meters to react is insane. If we would have steering anything close to reality, we would all be crashing into islands. permanently Ships in the game are more responsive due the scales is off and ships are 3 or so times faster. At the same time, warships are extremly overpowered in machineri department. They are no way comparable to same size cargo or commercial vessel. For example, it only takes about 12.seconds for Iowa class to go from 0.deg rudder to 33.deg rudder. And less than a 1.km of advance to turn 90.degrees. Full emegency stop was achived in less than 600.m. Or in 1800.m for "easy" stop. Even size does not really matter. WWI vintage Town class DD had some 1.6- 1.8 km of advance to turn 90.degrees. Almost twice of the Iowa, while being 50X lighter and 2.5X shorter. If I rememer correctly, Iowa could turn and stop in shorter distance than Fletcher. Warship turn fairly fast (while still about 3-4x slower due the speed compression in the game, but they will not take more room for that) Problem in realistic mode would be getting up to speed ( about 10- 20.minutes) and actually getting anywhere ( l would say it would take about half and hour to get into first Cap and 40.min to get into range ) Share this post Link to post Share on other sites
[CHEFT] ForlornSailor Players 7,374 posts 11,735 battles Report post #20 Posted October 25, 2018 20 minutes ago, mariouus said: At the same time, warships are extremly overpowered in machineri department. They are no way comparable to same size cargo or commercial vessel. Oh yea, and thats where they get their maneuverability from. Its actually kinda interesting, when you compare the engines of huge RoRo- or Cargo-ships to, lets stick to Iowa. Wiki gives me 212.000 hp for Iowa. Then you look at passengerships with comparable size - Silja Europa, Viking Grace or AIDA-ships come to mind - they clock in between 28.000 and 44.000 hp. Cargoships again are a complete different story, since they are build even less for speed but to maximize economy. Even Tripple-E-class from Maersk has "only" 80.000 hp - and thats a whole different size compared to the Iowa. 30 minutes ago, mariouus said: For example, it only takes about 12.seconds for Iowa class to go from 0.deg rudder to 33.deg rudder. Turning the rudder and turning the ship / changing the course are two very different things - I had to learn the hard way. Manualy steering a 117m sailing ship was quite the experiance - and a nice workout. We went back and forth since we kept oversteering. Your rudder is in neutral for a long time already, yet your compass keeps clicking .... and clicking . No other option but to turn the rudder in the opposite direction and hope you get it right this time. We were more or less zig-zaging as if we are trying to avoid torpedos. 1 Share this post Link to post Share on other sites
[I401] That_Other_Nid Players 969 posts 11,943 battles Report post #21 Posted October 25, 2018 2 hours ago, Mandalorianer said: Limited ammunition boys!!! Where can I subscribe for this mode??? @MrConway No ship is close to firing it's historical ammunition load in a 20 minute game. Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #22 Posted October 25, 2018 Honestly for those thinking that a "realistic" or "simulator" mode is a good idea, let me crush your hopes and dreams: You are asking for mechanics (such as e.g. sea, weather and atmospheric conditions along with their effects on ballistics) to be implemented that have to be written from the ground up. In fact we're essentially talking about a complete rewrite of the game with only art assets retained but practically nothing else. Also we don't even know if the current engine is capable of supporting such mechanics. Waves, curvature of the Earth, atmospheric condition simulations etc. could all be things that the engine simply says no to. That leaves two alternatives: 1. Develop a new game engine. 2. Port the game to an already existing engine which supports such features. Regardless of what path you choose, you're looking at a development time that can literally span several years ONLY for the engine. If the existing engine supports such features we can maybe cut development time down to one and a half years, though I would lean more towards two years. Then you have to consider that this will be a massive undertaking in terms of manpower. Every game designer, software engineer, quality assurance tester etc. who works on this project will not work on anything else. This naturally includes current WoWs, meaning updates will be far less frequent than they currently are. New ship lines for example already take several months to release, taking away manpower could easily double that time. Now ofc WG could just hire an entirely new team to do this, but it'd drive the cost of this project, which is already very high, way off the charts. I'm sure they could afford it, I highly doubt that they'd want to tho. You cannot just half this project either because that will make nobody happy. Having an arcade game and a simulator caters to two entirely different audiences. If you do something that sits in between, you will quite frankly miss both. The arcade guys will say that it's too complex, the simulator guys will say that it's a bad simulation. This makes the chance for profit extremely questionable at best. However even if you pull it off, simulations have always catered to niche audiences. WoWs already has comparatively low player numbers that are currently neither rising nor falling, meaning it has largely saturated the market. For a simulation that number, and with it your profit, will inevitably fall. So we have something that would take a long time, a lot of manpower and a ton of money to develop while your chances of making a profit out of it are marginal at best. Have fun pitching that to the board, I'd be surprised if your job wasn't in peril afterwards. 2 Share this post Link to post Share on other sites
[SOCKS] RAMJB Players 790 posts 5,620 battles Report post #23 Posted October 25, 2018 The whole game foundation is based on non-historical mechanics. From top to bottom. Distances, apparent sizes at distances (a warship at 20km doesn't look, by far, as big as does here), movement, gun aiming systems, shell ballistics and velocities (shells take minutes to reach 20km out, not 15 seconds), maneouvers, armor penetration calculations, even armor layouts themselves (the whole overmatching "mechanic" in this game is pretty much made up, and the armor values used on most part of the ships, just made up to fit to the ship's tier, role, and class). And a long etcetera. Essentially a "realistic" mode of WOWS wouldn't be a "mode". Would be a completely remade game from the ground up. Which nobody would play. I'd love a realistic naval wargame/simulation similar to the old days' TF1942. But that's me, most of who's here would hate it with all their guts ,so if something like that was to happen (that it won't), the queue would be of two. Me...and someone else who chose the game mode by accident. Long story short: not gonna happen. 1 Share this post Link to post Share on other sites
[MORIA] Johnny_Moneto Beta Tester 2,903 posts 22,225 battles Report post #24 Posted October 25, 2018 Vor 4 Stunden, mariouus sagte: Problem in realistic mode would be getting up to speed ( about 10- 20.minutes) and actually getting anywhere ( l would say it would take about half and hour to get into first Cap and 40.min to get into range ) Haha. Taking her out from berth takes 3-4 hours to get sufficient pressure for the steam. On a more serious response to OP: I don't want a simulator mode for this game. Share this post Link to post Share on other sites
[NLKL] LazyVegetable Beta Tester 190 posts Report post #25 Posted October 25, 2018 There would need to be so many mechanics removed and altered to make it realistic that it's easier to just fund a new game entirely. Share this post Link to post Share on other sites