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pepsifreddie

Modern Ships (kinda)

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If you have seen my posts before, you know I love the idea about missile cruisers, I really want them in the game at some point, after discussions with some mates and I'm gonna lay out what the general idea is. If you reply please don't copy the whole thing its gonna be a long one, just the point you want to make

Two key things to start

First off, the ships (missile) will be locked at tier XI and up, no tier 10s at all. 

Second, the ships will not be Arleigh Burkh and/or Kirov class destroyers and battlecruisers, this is 1960s tech not 1990s.

 

General thinking:

- Tier XI(+) Destroyers (DDGs), Cruisers(CLGs) and Aircraft carriers(CVs) would diverse the game at the top top tiers, keeping old mechanics while introducing new concepts with them. As the game is focused on an arcade-styled way of playing the game, realism really doesn't matter as long as it holds some characteristics of the real life counter part.

- The missiles would not just be click and forget, they would be expendable (though there would be numerous) and attacks would have to be thought about by the user.

- CVs would ditch numerous rocket attack planes and torpedo aircraft for 2-4 jet aircraft carrying two missiles each for 2-4 attacks (one aircraft per attack), (They keep bombers)

- Higher tier AA (XIII+) would be diverse and changed drastically (new consumable)

- Maps would be enlarged by at least 25% per map to help new gameplay improve

- The ships would be detected at least 0.5km outside their missile range so that the user can expect them

 

Main topic: Missiles:

Missiles do not have to realistically match their counter part exactly 

- Missiles would be operated by the (4) key by default.

- When pressed the camera would go into a birds eye view showing the missiles range +25% to see what's outside of it. (The operator can only hold this view when there is a missile loaded and ready)

- When the mouse would act as the missile director, on earlier ships the missile launch system may be blocked by super structure (similar to main battery guns) and may not fire to a specific point.

- Before firing the user may use one of two options, manual or automatic and may not switch from automatic to manual, but can switch from manual to automatic.

- When in automatic the missile will fly in a straight line until it reaches where the user clicked on the mini map. When it reaches that point the missile will arm and fly up to 3km before flaming out. As an example, user A targets user B and fires his missile out to 3km, it then arms and flies up to 6km before splashing down.

- When in Manual the user follows the missile in a similar way that CVs follow aircraft, using WASD the user can slightly change the direction by about 5 degrees at max. The user manually arms the missile forgetting to do so results in a missile over pen, barely any damage. When armed the user cannot leave the missile at all unless destroyed or the missile is destroyed. When armed manually the missile only flies up to 1.5km before splashing down.

- The anti ship missile count should not exceed 15 per ship

 

Sub-topic: Counter measures:

- AA fire, though not really possible done in real life missiles do need counter measures

- WADS hacks, slowing down can stop longer range missiles from hitting their marks

- Anti-air missiles (Consumable) - 70-95% accuracy depending on range, renders the ship-ship missiles unusable and until turned off or the missiles have run out the user cannot operate the anti ship missiles.

- The captain skill of 'long range fire' automatically claxons when a missile is fired in your direction

- CVs can also deploy a new consumable aircraft that launch flares when a missile is fired, it delays arming by 0.5km.

- Launch detection (Consumable) 15s Deployment time, detects all missiles being fired or flying within 6.5km and alerts all teammates, increased the accuracy of anti-missile AA guns by 25% and increases relevant counter measures effectivity by 10%

 

Example ship:

US DDs:

Tier XI - Charles F Adams

Armament:

1 x mk11 duel arm missile launcher (NTU) (Max firing range: 6.5km (+2km arming distance) reload: 40s (2 immediately available missiles with 10 second cooldown between each missile) (Speed: 200 knots)

2 x single 127mm guns (1s reload, 11.2km range)

2x3 330mm torpedoes (59 knots, 10000 damage, range 10km)

AA:

2x127mm guns

anti-air missiles (optional), when the consumable is activated the launcher automatically fires a limited supply for anti-air missiles at aircraft from max range (8.5km), on the Charles.F.Adams it would have a 80-95% accuracy as the aircraft got closer

 

Consumables:

Damage control (Standard)

Engine Boost (Standard) 

Hydro acoustic search (Standard)

Air detection radar (Launch detection) - (range 5km) OR Anti-air missiles (14 additional anti air missiles)

Smoke (US standard) OR Standard radar (7km, 15s)

 

(Updated)

 

 

 

 

 

 

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[RO-RN]
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-2 127mm guns that reload in 1 second

-hydro,radar,us smoke,radar,air radar,speed boost

-missiles.

Does not this sound quite brokenly OP to you? What is this thing weakness supposed to be? How are some t9 and t10 destroyers going to compete against it? 

OOOFFF and some people still believe that Slava is OP when it has a big chance to get powercreped before 2020 ends.

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Yes yes and maybe missiles will work like normal shells. Not guided.. But if u want some guided missile here we have the wows gold ammo! Yes yes we want this!!!!

 

Seriously... I'll quit wows like I've done with wot if I'm going to see missiles fly...

Please wg.. 

No WG.. No WG no... No... NoOOoOoOoOoo!!

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[MUMMY]
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Missiles? 

4 hours ago, pepsifreddie said:

If you have seen my posts before, you know I love the idea about missile cruisers, I really want them in the game at some point, after discussions with some mates and I'm gonna lay out what the general idea is. If you reply please don't copy the whole thing its gonna be a long one, just the point you want to make

Two key things to start

First off, the ships (missile) will be locked at tier XI and up, no tier 10s at all. 

Second, the ships will not be Arleigh Burkh and/or Kirov class destroyers and battlecruisers, this is 1960s tech not 1990s.

 

General thinking:

- Tier XI(+) Destroyers (DDGs), Cruisers(CLGs) and Aircraft carriers(CVs) would diverse the game at the top top tiers, keeping old mechanics while introducing new concepts with them. As the game is focused on an arcade-styled way of playing the game, realism really doesn't matter as long as it holds some characteristics of the real life counter part.

- The missiles would not just be click and forget, they would be expendable (though there would be numerous) and attacks would have to be thought about by the user.

- CVs would ditch numerous rocket attack planes and torpedo aircraft for 2-4 jet aircraft carrying two missiles each for 2-4 attacks (one aircraft per attack), (They keep bombers)

- Higher tier AA (XIII+) would be diverse and changed drastically (new consumable)

- Maps would be enlarged by at least 25% per map to help new gameplay improve

- The ships would be detected at least 0.5km outside their missile range so that the user can expect them

 

Main topic: Missiles:

Missiles do not have to realistically match their counter part exactly 

- Missiles would be operated by the (4) key by default.

- When pressed the camera would go into a birds eye view showing the missiles range +25% to see what's outside of it. (The operator can only hold this view when there is a missile loaded and ready)

- When the mouse would act as the missile director, on earlier ships the missile launch system may be blocked by super structure (similar to main battery guns) and may not fire to a specific point.

- Before firing the user may use one of two options, manual or automatic and may not switch from automatic to manual, but can switch from manual to automatic.

- When in automatic the missile will fly in a straight line until it reaches where the user clicked on the mini map. When it reaches that point the missile will arm and fly up to 3km before flaming out. As an example, user A targets user B and fires his missile out to 3km, it then arms and flies up to 6km before splashing down.

- When in Manual the user follows the missile in a similar way that CVs follow aircraft, using WASD the user can slightly change the direction by about 5 degrees at max. The user manually arms the missile forgetting to do so results in a missile over pen, barely any damage. When armed the user cannot leave the missile at all unless destroyed or the missile is destroyed. When armed manually the missile only flies up to 1.5km before splashing down.

- The anti ship missile count should not exceed 15 per ship

 

Sub-topic: Counter measures:

- AA fire, though not really possible done in real life missiles do need counter measures

- WADS hacks, slowing down can stop longer range missiles from hitting their marks

- Anti-air missiles (Consumable) - 70-95% accuracy depending on range, renders the ship-ship missiles unusable and until turned off or the missiles have run out the user cannot operate the anti ship missiles.

- The captain skill of 'long range fire' automatically claxons when a missile is fired in your direction

- CVs can also deploy a new consumable aircraft that launch flares when a missile is fired, it delays arming by 0.5km.

- Launch detection (Consumable) 15s Deployment time, detects all missiles being fired or flying within 6.5km and alerts all teammates, increased the accuracy of anti-missile AA guns by 25% and increases relevant counter measures effectivity by 10%

 

Example ship:

US DDs:

Tier XI - Charles F Adams

Armament:

1 x mk11 duel arm missile launcher (NTU) (Max firing range: 6.5km (+2km arming distance) reload: 40s (2 immediately available missiles with 10 second cooldown between each missile) (Speed: 200 knots)

2 x single 127mm guns (1s reload, 11.2km range)

2x3 330mm torpedoes (59 knots, 10000 damage, range 10km)

AA:

2x127mm guns

anti-air missiles (optional), when the consumable is activated the launcher automatically fires a limited supply for anti-air missiles at aircraft from max range (8.5km), on the Charles.F.Adams it would have a 80-95% accuracy as the aircraft got closer

 

Consumables:

Damage control (Standard)

Engine Boost (Standard) 

Hydro acoustic search (Standard)

Air detection radar (Launch detection) - (range 5km) OR Anti-air missiles (14 additional anti air missiles)

Smoke (US standard) OR Standard radar (7km, 15s)

 

(Updated)

 

 

 

 

 

 

This dude is full of great ideas

You forgot the ION Cannon

Ion cannon | Command and Conquer Wiki | Fandom

 

 

Can probably balance it out by providing the opposite team X amount of charges for every USSR paperboat on your team.

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[-TPF-]
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Missiles as artillery - able to reach a certain point on the map - might be an entertaining idea. I think it would probably work better than submarines, provided that it worked in a similar way to Torpedoes and allowed for HMS Glamorgan style dodging.  But it has been tested by WG already and not implemented. They might be able to get away with something like the RN County Class DD conversions which gave up B turret for a 4-shot Exocet launcher, or the Soviet Kotlins - just something to give DD players an attack capability in the 12-20k  range.

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[L4GG]
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we could have several tech trees from t1 to t10.

one for  ships with sails

one for WWI

other for WWII

other for missiles (cold war)

but the problem will be the size of the player base

 

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6 hours ago, Butterdoll said:

we could have several tech trees from t1 to t10.

one for  ships with sails

one for WWI

other for WWII

other for missiles (cold war)

but the problem will be the size of the player base

 

 

If properly implemented, this sort of major overhaul could be expected to boost player numbers.

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