[BEAST] Necro_von_Cortex Players 43 posts 6,727 battles Report post #1 Posted April 11, 2021 Introduction In the past wars where naval battles have taken place, thousands of people end up in the water due to their ships sinking. From enemy action, allied incidents or accidents onboard (U-1206 comes to mind) all resulting in men(and women... and children... and animals... and materials) ending up in the water at the mercy of the weather, the ongoing battle... and to the point in question, The commanders of nearby ships, this means you captain! Inspiration Whenever a ship is destroyed, that's the end of it... no one survives, no one gets picked up and the battle rages on with zero regards for anything. This current game only shows that 1% of war where you are fighting. In a battle a long time ago, (while playing the best ship of her tier) I blew up 3 other ships and lost 2 allies in close proximity to each other leaving only me alive on that side of the map. It forced me to sail back through the the wreck of the 5 sinking ships to get to the action. It made me think how World of Warships at the end of the day, is really just simulating murder on a massive scale with no strings attached. (Subjective matter) Sure in World of Tanks it is 4 people pr AFV, (Supposedly they bail out) on average but each Destroyer is 150 to about 300 people ending up in the water. Battleships on the other hand can be about 800 for HMS Dreadnought, to a total of 2800 for IJN Yamato. This is made worse, with ships like IJN Katori in the game, that ship is a purpose-built training ship, you are killing 16-year-old children drafted into the navy. *The picture is from Das Boot, showing men on a burning tanker and in the water with no way of escaping. If WoW sticks to reality, I would guess on average ½ the crew of sinking ships in combat is already dead before they get to the water, depending on the damage method, the onboard conditions and the sinking animation in use. The current sinking animations can be very long, enough for me to sail into the wrecks on occasion cause they get in the way. So rather than just being a noisy, in the way and a morbid reminder of the game simulating naval warfare, let's put them to practical use. How does it work? Currently (or perhaps earlier, I think it's dead now...) Operation Dynamo featured recovery of survivors from sunken "little ships" these being soldiers from the french shores while under constant air attack & artillery fire from inland. This is the basics of how it is going to work but I'll add a some values & norms to it. All ships can pick up survivors in the water, be it via boats, stopping nearby or throwing supplies in the water (more about these later) All ships will have rescue zone after being destroyed which will last throughout the Sinking animation and count down rapidly. Friend & Foe does not play a role, but picking up enemy crew splits the XP among the team rather than just to the individual player. All ships have a limitation to how much they can pick up with the max equal to their own Crew_Value. All ships can apply Rescue mod.1 - in Slot 1 to improve rescue operations. Rescuing gives Ribbons. Tier I ships do NOT feature Rescue and have no Crew_Value just as they do not feature torpedoes, aircraft or secondary guns. Rescue does not hinder the ships performance, though it may have to stop or slow down. The XP gain from Rescue will not outweigh the cost of friendly fire, ergo, don't sink your friends to try and earn XP that way. (Suggested in comment) Rescue of allied crew partially restores points lost from said ship. What are the Mechanics? When a ship sinks, the following sequence happens: To determined how many crewmembers can be Rescued, a simple formular is used: Crew_Value * RNG(0.4 to 0.55 ) * (X+ (RM1)) The game starts a countdown over the wreck with a zone about 2.5km in radius. The countdown is the alive personal and its counting down fast. Players will have about 2 minutes from a ship is destroyed to pick up as many as possible, the more they pick up, the more they XP is given. When the time is up and the ship has slipped under the waves, the crew is gone with it, taken by the waves to David Jones locker. (not included) Nearby players can salute to pay respect... I would say it should be F but that one is already taken. see X under "Crew_Value" see RM1 under "Rescue Modification 1" Players have 3 ways of preforming Rescue of personal in the water. 1 - Complete stop within the Recue zone (2.5km from the wreck) The most effective method of Rescue personal. It constantly saves personal every second equal to 5% the ships own Crew_Value. Battleships might have difficulties stoppings, thus they are better off deploying boats or throwing supplies. The threshold for Rescue is 2.5kn, just to have a bit of wiggle room. 2 - Deploying boats does not require the player to stop, but reduce speed to below 12.5kn. Rescue via boats is more complex however Destroyers (and subs) cannot deploy boats, most of them only have wooden longboats anyways or rubber dingies. Rescue by boat requires the player to deploy boats. (-key binding-) Personal rescued depends on the amount of boats, the capacity of boats, the speed of boats, the positioning and movement of the mothership. Boats are small targets and can be shot up by enemy actions as they only have 150HP, 5mm armour, no modules or citadel. Boats do not activate torpedoes, do not take ramming damage from the mothership, do not get targeted by secondary guns (unless ctrl+click) do not give XP & Credit for sink, do not give Ribbons, do not cause ramming damage to allies or enemies, do not spot enemy ships, do not spot enemy torpedoes, do not spot enemy planes, do not show up on the map, do not have an icon, do not get locked on by main guns, do not like your waifu and do not like you were even think they might do any of those things >:( Destroyed boats respawn after 1 minutes in the same way as aircraft on a Carriers. 1 at a time. Boats are only active as long as the player is within 5km the center of a Rescue zone, this is clearly indicated on screen. If moving outside of 5km, the ability is canceled and on cooldown. If several Rescue zones are nearby, the boats will continue to pick up from the closest ones till the ship has reached full capacity at which point they'll respawn on bord. Any personal caught in a boat when they respawn is lost. Boats Rescue efforts stack with the mothership stopping but they aim at the center of the zone to pick up survivors and it will interfere with the players work towards Ribbons. *DKM Bismarck has 7 Proper motorboats, 3 fast personal and 4 cargo, thus a rather effective deployable array of boats. *SMS Viribus Unitis seemingly only has 2, but very large, boats which are motorized, the rest are sail boats 3 - Dropping supplies does not require the ship to stop and by itself, does not rescue anyone. This is intended for when there is no time to save them but you know they are there. All ships can throw supplies overboard Throwing out supplies while sailing through the Rescue zone does the following: Marks the location on the map for others players in the same way as Radar or Hydroaccustic search with a message in the chat and a blink on the map. Stops the Countdown for 10 seconds, buying the team more time. This effect resets but does not stack if more ships throw supplies. This can be combined with a full stop to improve the overall rescue operation Personal under the effect of a supply drop, will stay after the sinking animation is done, though they will be in life rafts and long boats. It gives XP & Credit to the player dropping IF someone (not including the player) picks them up. *Supplies are on 2 minut cooldown. 4 - Ontop of picking up personal, ships can transfer the personal to other lager ships The player has to acknowledge a request from another ship to unload personal, accepting personal gives XP to both players, though most to the receiving ship and only that one can get the Transfer Ribbon. Destroyers can only give and not receive, Cruisers can only give to Carriers & Battleships, Battleships & Carriers can only receive and not give. The Ribbon gives less XP than Rescue Ribbon & Boat Rescue Ribbon, thus battleships & carrier players are motivated to try and save personal themselves. When they are full, they cannot receive anymore for the rest of the battle. The transfer of personal is dictated by the Crew_Value of the smallest ship. Thus a DD with a Crew_Value of 300 can only exchange 15 personal/s (5% Crew_Value) while a cruiser with 600 may exchange 30 personal/s. Thus it will take time and require several trips for small ships to fill large ships, but each personal saved gives XP. Though several ships can give to the same at one time as long as they stay within 2.5km of the receiving ship. There is no penalty for loosing a full ship. Exchanges can only happen at speeds of lower than 12.5kn and when ships are within 2.5km of each other. Ribbons Aiding people in the water features 4 types of ribbons each with their own values. Rescue Ribbon - Player saves a Crew_Value of 50% it's own by stopping in a Rescue zone. This badge is highly rewarding for the player Boat Rescue Ribbon - Player saves a Crew_Value of 50% it's own. This badge is less rewarding but easier to get for the right ships. Supply drop Ribbon - Player bought time for the survivors. This badge gives XP equal to 10% granted by other ships for picking up survivors. (team work) Enemy Capture Ribbon - Player saves a Crew_Value of 50% it's own by Rescuing enemy crew by any means. *Deploying boats and entering the rescue zone while playing a BB may not pay off as you may save 99.8 your Crew_Value but only 49.9% by boat and 49.9% by stopping in the zone. *Supply drop Ribbon only works once pr Rescue zone, pr ship, thus only giving 10% total, but for every zone. *XP gained from capturing enemy is splits amongst the team members still alive but only the player gets XP for the Enemy Capture Ribbon. A 5th ribbon can also be considered but it requires balancing. Transfer Ribbon - Your ship received more than 50% it's own Crew_Value from allied ships. What is Crew Value? Crew_Value is a term for how large the onboard crew is before sinking. The lowest (I found) Crew_Value would be 135 for IJN Tachibana which means Pre-calculated, there are 135 men & officers onboard. IJN Yamato on the other hand has a Crew_Value of 2800 personal before sinking. X is a factor for how the ship was destroyed, with Mag detonation being the most deadly, this is because it is quick, it splits the ship in two and kill people throughout the ship Therefor the X value of a ship suffering magazin detonation is: X = RNG(0.2 to 0.8) X value with a single flooding is relatively safe. it can take minutes or hours for a ship to fill up and the waters' way is predictable. X = RNG(0.75 to 0.95) A ship also used it's own Crew_Value to estimate how much personal it can Rescue pr second if stationary within the Rescue zone and how much it can rescue in total. A ship has enough capacity to rescue for 20 seconds if stopped, for IJN Yamato with a Crew_Value of 2800, this means the ship can rescue up to 140 personal/s for a total of 2800. This would also means a Type VIIc submarine could only rescue 50 personal at a rate of 2.5 personal/s. What is Rescue Modification 1? Rescue modification1 is an improvement to the ships own crew's survivability as well as a boost to rescuing others. On the players' ship, it adds a factor of 0.05 to the calculations, thus up to 55% of the crew can potentially survive sinking via Flooding (X= RNG(0.75 to 0.95+0.05)) Bosts the Rescue to 6% rather than 5% (Yamato goes from 140 personal/s to 168 personal/s, Type VIIc goes from 2.5 to 3 personal/s) Boost boats speed by 10% Dropping supplies stops the count down for an additional 2 seconds for people in the water (12 seconds total) *From the movie "Shout at the devil" The German SMS Blücher rams an enemy fishing boat with stolen goods onboard and then throws a liferaft out to the men in the next scene. (good movie for the era by the way) Why should this be considered? Proes It adds another way of earning XP & credit. It can be done by any kind of ship. It gives a chance to "save" a team member, potentially strengthening the bonds of team play, or at least giving people an excuse to sail in pairs. It will give better immersion into the reality of naval battles. It should be relatively easy to implement, Most of the programming has already been seen in action in operations like Dynamo and Aegis Cons World of Warships may not wish this as a feature due to company policy. It may give a bad image to not only have wrecks breaking up, but now you have dead and dying people in the water. It might move the focus from combat to people just hugging XP opportunities. Discuss! * The article may get edited as opinions are shared. 7 3 3 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #2 Posted April 11, 2021 The game simulates mass murder, WHEN you put crew into the game. Your suggestion would lead to players ignoring the mission objectives even more than they do now. 2 Share this post Link to post Share on other sites
[TACHA] DeviousDave02 [TACHA] Players 679 posts 3,786 battles Report post #3 Posted April 11, 2021 And here I though we were remote piloting AI controlled 1 to 1 scale replica historical Warships that are 3d printed by nanomachines in the year 21XX to satisfy the whims of a bored, immortal and probably overweight population with too much spare time on their hands. Let's face it, with unlimited/Huge supplies of energy and immortality/immense life spans we all know we would do this. As for OP suggestion. Could work and might be interesting, but WarGaming is really, Really against implying crew is on the ships in game. TBH I was amazed they went as far as having parachutes come from shot down planes. Share this post Link to post Share on other sites
[HOO] Fat_Maniac [HOO] Players 2,337 posts 4,238 battles Report post #4 Posted April 11, 2021 We have had rescue in game already, Operation Dynamo had us picking up virtual men from the water. A nice idea from the OP. would be something else to add too the game. Share this post Link to post Share on other sites
Camperdown Players 2,501 posts 17,258 battles Report post #5 Posted April 11, 2021 War is hell. In naval battles hundreds of men could be burned, maimed, drowned etc. No need to make this game realistic in that sense imo. 2 Share this post Link to post Share on other sites
RenamedUser_92906789 Players 5,828 posts Report post #6 Posted April 11, 2021 People can't even rescue Schors in Aegis :/ And all they have to do is to sail into a circle. Good effort nevertheless. 1 Share this post Link to post Share on other sites
[_GM_] Lothinr Players 45 posts 15,026 battles Report post #7 Posted April 11, 2021 19 minuti fa, Camperdown ha scritto: War is hell. In naval battles hundreds of men could be burned, maimed, drowned etc. No need to make this game realistic in that sense imo. Even this is right, but a little bit of realism could only improve the game for my side. Because now without men on board of ships, it's like you're controlling a remote controlled model at the park pond. For example i enjoyed the adding of pilots who get parachute from shot down planes, if they've added this they can do this even for ships. I don't think it's a lack of respect to all who died on seas, quite the contrary. The game will only benefit from this, at least, my thought is this. 1 Share this post Link to post Share on other sites
totally_potato Players 2,533 posts Report post #8 Posted April 11, 2021 1 hour ago, Necro_von_Cortex said: Introduction In the past wars where naval battles have taken place, thousands of people end up in the water due to their ships sinking. From enemy action, allied incidents or accidents onboard (U-1206 comes to mind) all resulting in men(and women... and children... and animals... and materials) ending up in the water at the mercy of the weather, the ongoing battle... and to the point in question, The commanders of nearby ships, this means you captain! Inspiration The idea is whenever a ship is destroyed, that's the end of it... no one survives, no one gets picked up and the battle rages on with zero regards for anything. This current game only shows that 1% of war where you are fighting. In a Battle a long time ago, (while playing the best ship of her tier) I blew up 3 other ships and lost 2 allies in close proximity to each other leaving only me alive on that side of the map. It forced me to sail back through the the wreck of the 5 sinking ships to get to the action. It made me think how World of Warships at the end of the day, is really just simulating murder on a massive scale with no strings attatched. Sure World of Tanks is 4 people pr AFV, (Supposedly they bail out) on average but each Destroyer is 150 to about 300 people ending up in the water. Battleships on the other hand can be about 800 for HMS Dreadnought, to a total of 2800 for IJN Yamato. This is made worse, with ships like IJN Katori in the game, that ship is a training ship, you are killing 16-year-old children drafted into the navy. *The picture is from Das Boot, showing men on a burning tanker and in the water with no way of escaping. If WoW sticks to reality, I would guess on average ½ the crew of sinking ships in combat is already dead before they get to the water, depending on the damage method, the onboard conditions and the sinking animation in use. The current sinking animations can be very long, enough for me to sail into the wreck on occasion cause they are in the way. So rather than just being a noisy, in the way and morbid reminder of this is a game about war, let's put them to practical use. How does it work? Currently (or perhaps earlier, I think it's outdated now...) Operation Dynamo featured recovery of survivors from sunken "little ships" these being soldiers from the french shores while under constant air attack & artillery fire from inland. This is the basics of how it is going to work but I'll add a some values & norms to it. All ships can pick up survivors in the water, be it via boats, stopping nearby or throwing supplies in the water (more about these later) All ships will have rescue zone after being destroyed which will last throughout the Sinking animation and count down rapidly. Friend & Foe does not play a role, but picking up enemy crew splits the XP among the team rather than just to the individual player. All ships have a limitation to how much they can pick up with the max equal to their own Crew_Value. All ships can apply Rescue mod.1 - in Slot 1 to improve rescue operations. Rescuing gives Ribbons Tier I ships do NOT feature Rescue and have no Crew_Value just as they do not feature torpedoes, aircraft or secondary guns. Rescue does not hinder the ships performance, though it may have to stop or slow down. The XP gain from Rescue will not outweigh the cost of friendly fire, ergo, don't sink your friends to try and earn XP that way... What are the Mechanics? When a ship sinks, the following sequence happens: To determined how many crewmembers can be Rescued, a simple formular is used: Crew_Value * RNG(0.4 to 0.55 ) * (X+ (RM1)) The game starts a countdown over the wreck with a zone about 2.5km in radius. The countdown is the alive personal and its counting down fast. Players will have about 2 minutes from a ship is destroyed to pick up as many as possible, the more they pick up, the more they XP is given. When the time is up and the ship has slipped under the waves, the crew is gone with it, taken by the waves to David Jones locker. (not included) Nearby players can salute to pay respect... I would say it should be F but that one is already taken. see X under "Crew_Value" see RM1 under "Rescue Modification 1" Players have 3 ways of preforming Rescue of personal in the water. 1 - Complete stop within the Recue zone (2.5km from the wreck) The most effective method of Rescue personal. It constantly save personal every second equal to 5% the ships own Crew_Value. Battleships might have difficulties stoppings, thus they are better off deploying boats or throwing supplies. The threshold for Rescue is 2.5kn, just to have a bit of wiggle room. 2 - Deploying boats does not require the player to stop, but reduce speed to below 12.5kn. Rescue via boats is more complex however Destroyers (and subs) cannot deploy boats, most of them only have wooden longboats anyways or rubber dingies. Rescue by boat requires the player to deploy boats. (-key binding-) Personal rescued depends on the amount of boats, the capacity of boats, the speed of boats, the positioning and movement of the mothership. Boats are small targets and can be shot up by enemy actions as they only have 150HP, 5mm armour, no modules or citadel. Boats do not activate torpedoes, do not take ramming damage from the mothership, do not get targeted by secondary guns (unless ctrl+click) do not give XP & Credit to sink, do not give Ribbons, do not cause ramming damage to allies or enemies, do not spot enemy ships, do not spot enemy torpedoes, do not spot enemy planes, do not show up on the map, do not have an icon, do not get locked on by main guns, do not like your waifu and do not like you were even think they might do any of those things >:( Destroyed boats respawn after 1 minutes in the same way as aircraft on a Carriers. 1 at a time Boats are only active as long as the player is within 5km the center of a Rescue zone, this is clearly indicated on screen. If moving outside of 5km, the ability is canceled and on cooldown. If several Rescue zones are nearby, the boats will continue to pick up from the closest ones till the ship has reached full capacity at which point they'll respawn on bord. Any personal caught in a boat when they respawn is lost. Boats Rescue efforts stack with the mothership stopping but they aim at the center of the zone to pick up survivors and it will interfear with the players work towards Ribbons. *DKM Bismarck has 7 Proper motorboats, 3 fast personal and 4 cargo, thus a rather effective deployable array of boats. *SMS Viribus Unitis seemingly only has 2, but very large, boats which are motorized, the rest are sail boats 3 - Dropping supplies does not require the ship to stop and by itself, does not rescue anyone. This is intended for when there is no time to save them but you know they are there. All ships can throw supplies overboard Throwing out supplies while sailing through the Rescue zone does the following: Marks the location on the map for others players in the same way as Radar or Hydroaccustic search with a message in the chat and a blink on the map. Stops the Countdown for 10 seconds, buying the team more time. This effect resets but does not stack if more ships throw supplies. This can be combined with a full stop to improve the overall rescue operation Personal under the effect of a supply drop, will stay after the sinking animation is done, though they will be in life rafts and long boats. It gives XP & Credit to the player dropping IF someone (not including the player) picks them up. *Supplies are on 2 minut cooldown. 4 - Ontop of picking up personal, ships can transfer the personal to other lager ships The player has to acknowledge a request from another ship to unload personal, accepting personal gives XP to both players, though most to the receiving ship and only that one can get the Transfer Ribbon. Destroyers can only give and not receive, Cruisers can only give to Carriers & Battleships, Battleships & Carriers can only receive and not give. The Ribbon gives less XP than Rescue Ribbon & Boat Rescue Ribbon, thus battleships & carrier players are motivated to try and save personal themselves. When they are full, they cannot receive anymore for the rest of the battle. The transfer of personal is dictated by the Crew_Value of the smallest ship. Thus a DD with a Crew_Value of 300 can only exchange 15 personal/s (5% Crew_Value) while a cruiser with 600 may exchange 30 personal/s. Thus it will take time and require several trips for small ships to fill large ships, but each personal saved gives XP. Though several ships can give to the same at one time as long as they stay within 2.5km of the receiving ship. There is no penalty for loosing a full ship. Exchanges can only happen at speeds of lower than 12.5kn and when ships are within 2.5km of each other. Ribbons Aiding people in the water features 4 types of ribbons each with their own values. Rescue Ribbon - Player saves a Crew_Value of 50% it's own by stopping in a Rescue zone. This badge is highly rewarding for the player Boat Rescue Ribbon - Player saves a Crew_Value of 50% it's own. This badge is somewhat less rewarding but easier to get for the right ships. Supply drop Ribbon - Player bought time for the survivors. This badge gives XP equal to 10% granted by other ships for picking up survivors. (team work) Enemy Capture Ribbon - Player saves a Crew_Value of 50% it's own by Rescuing enemy crew by any means. *Deploying boats and entering the rescue zone on while playing a BB may not pay off as you may save 99.8 your Crew_Value but only 49.9% by boat and 49.9% by stopping in the zone. *Supply drop Ribbon only works once pr Rescue zone, thus only giving 10% total, but for every zone. *XP gained from capturing enemy is splits amongst the team members still alive but only the player gets XP for the Enemy Capture Ribbon. A 5th ribbon can also be considered but it requires balancing. Transfer Ribbon - Your ship received more than 50% it's own Crew_Value from allied ships. What is Crew Value? Crew_Value is a term for how large the onboard crew is before sinking. The lowest (I found) Crew_Value would be 135 for IJN Tachibana which means Precalculated, there are 135 men & officers onboard. IJN Yamato on the other hand has a Crew_Value of 2800 personal before sinking. X is a factor for how the ship was destroyed, with Mag detonation being the most deadly, this is because it is quick, it splits the ship in two and kill people throughout the ship Therefor the X value of a ship suffering magazin detonation is: X = RNG(0.2 to 0.8) X value with a single flooding is relatively safe. it can take minutes or hours for a ship to fill up and the waters' way is predictable. X = RNG(0.8 to 0.95) A ship also used it's own Crew_Value to estimate how much personal it can Rescue pr second if stationary within the Rescue zone and how much it can rescue in total. A ship has enough capacity to rescue for 20 seconds if stopped, for IJN Yamato with a Crew_Value of 2800, this means the ship can rescue up to 140 personal/s for a total of 2800. This would also means a Type VIIc submarine could only rescue 50 personal at a rate of 2.5 personal/s. What is Rescue Modification 1? Rescue modification1 is an improvement to the ships own crew's survivability as well as a boost to rescuing others. On the players' ship, it adds a factor of 0.05 to the calculations, thus up to 55% of the crew can potentially survive sinking via Flooding (X= RNG(0.8 to 0.95+0.05)) Bosts the Rescue to 6% rather than 5% (Yamato goes from 140 personal/s to 168 personal/s, Type VIIc goes from 2.5 to 3 personal/s) Boost boats speed by 10% Dropping supplies gives an additional 5 seconds for people in the water (15 seconds total) *From the movie "Shout at the devil" The German SMS Blücher rams an enemy fishing boat with stolen goods onboard and then throws a liferaft out to the men in the next scene. (good movie for the era by the way) Why should this be considered? Proes It adds another way of earning XP & credit. It can be done by any kind of ship. It gives a chance to "save" a team member, potentially strengthening the bonds of team play, or at least giving people an excuse to sail in pairs. It will give better immersion into the reality of naval battles. It should be relatively easy to implement, Most of the programming has already been seen in action in operations like Dynamo and Aegis Cons World of Warships may not wish this as a feature due to company policy. It may give a bad image to not only have wrecks breaking up, but now you have dead and dying people in the water. It might move the focus from combat to people just hugging XP opportunities. Discuss! * The article may get edited as opinions are shared. Ok so this is my Thoughts This idea is quite interesting, and could be added at a later stage of the game. Right now, its not that Important. And to put this in, you need to put crew in WoWs. Then things like getting hit by a shells need to be taken into account as shells will kill crew o the ship which make major systems of the ship inoperational, which is just too much to put into a game. Also with the current state of the game it is just not needed rn. Once WG finds sense and conscience in themselves when it comes to balancing and making ships as well as implementing new mechanics, and pretty much everything to be added in the game is added, which will take a very very long time, then this can be another option 1 Share this post Link to post Share on other sites
Meneleus Players 596 posts 7,522 battles Report post #9 Posted April 11, 2021 I believe crews are purposefully not included because of issues regarding game ratings, or so I was told years ago. Proposal makes me wonder though, is this a roundabout way of asking to be able to shoot HE into lifeboats and shredding hapless swimmers with you ship propellers? Share this post Link to post Share on other sites
[RONIN] 22cm Beta Tester 6,377 posts 36,670 battles Report post #10 Posted April 11, 2021 Too complicate for this game and company. WG has the habit of messing up things much more simple than this. 2 Share this post Link to post Share on other sites
[BEAST] Necro_von_Cortex Players 43 posts 6,727 battles Report post #11 Posted April 11, 2021 1 hour ago, nambr9 said: People can't even rescue Schors in Aegis :/ And all they have to do is to sail into a circle. Good effort nevertheless. To be fair, the Schors is AI controled and sails in the middle of the map with zero cover and by the time of death it tends to be less than 10km away from 3-4 enemy cruisers. Share this post Link to post Share on other sites
[-TPF-] invicta2012 Players 6,382 posts 26,856 battles Report post #12 Posted April 11, 2021 25 minutes ago, Necro_von_Cortex said: To be fair, the Schors is AI controled and sails in the middle of the map with zero cover and by the time of death it tends to be less than 10km away from 3-4 enemy cruisers. It's also the high priest of Kill Securing, so it deserves whatever it gets. 2 hours ago, totally_potato said: This is made worse, with ships like IJN Katori in the game, that ship is a training ship, you are killing 16-year-old children drafted into the navy. You could be doing that on *any * ship. The Royal Navy only stopped sending 15 year olds to sea in 1949. (My Grandfather served as a Boy, 1st Class, aged 15, on HMS New Zealand in 1914 - which would have meant he was part of the first major sea battle of WW1). Share this post Link to post Share on other sites
[-AP-] thiextar Players 3,503 posts 9,933 battles Report post #13 Posted April 11, 2021 It would just put peoples focus away from the objectives of winning the match even more Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #14 Posted April 11, 2021 Yeah, no thanks. The last thing this game needs is players throwing the match because they stopped to pick up survivors. They do that enough as is. 2 Share this post Link to post Share on other sites
[R7S] lovelacebeer Players 4,158 posts 25,226 battles Report post #15 Posted April 11, 2021 I can see the OP has put a lot of effort into this and if this game wasn’t so arcade style then it would have potential, however for a start I think it would cause problems with players hanging back or getting in the way of each other trying to gain ribbons. However the real reason it cannot be added is WG itself, they don’t want to risk the games age rating and just bringing in the human/ humanitarian element in all this goes against their ethos. 1 Share this post Link to post Share on other sites
[XTREM] Miragetank90 Players 2,626 posts 18,702 battles Report post #16 Posted April 11, 2021 It's a terrible suggestion and I hate it. This is not a game about war, and there IS no ''mass murder'' occurring until you make it so. This is a game about players sinking opposing players' pixel boats. It's not a macabre guilt-trip or statement on the human cost of war. As much as I adore the macabre, grisly and the morbid, it has no place in a game like this. And sinking a Katori = the player killing 16 year old children? Seriously? This is so absurd I almost burst out laughing. 2 Share this post Link to post Share on other sites
[SURFA] mdjmcnally Players 434 posts 18,363 battles Report post #17 Posted April 11, 2021 Sorry where in world of warships is the realism. ships radar cannot see through islands, and aren’t restricted to time or a number of times can power up. Same for hydro, ships aren’t invisible if the mid point not visible, gun accuracy nerfed, vanguard for instance being completed post war would have much more accurate gun fire then has in the game due to the need to balance the ship out compared with other tier viiii. paper ships that never existed in the real world outside of the drawing board. CV in this game nothing like real life. same as when I play racing games. I know I won’t get hurt if crash so drive very differently then would do in real world, Share this post Link to post Share on other sites
Pametrada Players 709 posts 5,022 battles Report post #18 Posted April 11, 2021 With all due respect to the OP and his highly detailed post, the idea of having a survivor-rescue feature has been mentioned at least twice ( once by myself ) on the so-called "Suggestions " thread over the last couple of years. 1 Share this post Link to post Share on other sites
Figment Beta Tester 3,801 posts 10,499 battles Report post #19 Posted April 12, 2021 4 hours ago, Meneleus said: I believe crews are purposefully not included because of issues regarding game ratings, or so I was told years ago. Some countries *cough*Germany*cough* have strict censorship laws against depicting violence in videogames. That includes warfare with human enemies and "celebrating" casualties/atrocities. All people in C&C Generals had to be substituted by robots and zombies for instance for the German censorship to allow it. And if you're wondering what that looks like... 2 Share this post Link to post Share on other sites
Figment Beta Tester 3,801 posts 10,499 battles Report post #20 Posted April 12, 2021 1 hour ago, Miragetank90 said: And sinking a Katori = the player killing 16 year old children? Seriously? This is so absurd I almost burst out laughing. You clearly have not played any Crusader Kings games. Sinking a Katori as above would basically make you gain the pious trait if that's the worst crime or misdemeanor you'd commit on your route of getting your local county or duchy to Empire status. :p Share this post Link to post Share on other sites
totally_potato Players 2,533 posts Report post #21 Posted April 12, 2021 7 hours ago, invicta2012 said: It's also the high priest of Kill Securing, so it deserves whatever it gets. You could be doing that on *any * ship. The Royal Navy only stopped sending 15 year olds to sea in 1949. (My Grandfather served as a Boy, 1st Class, aged 15, on HMS New Zealand in 1914 - which would have meant he was part of the first major sea battle of WW1). I didn't say that. You quoted the wrong person. I am aware of this knowledge Share this post Link to post Share on other sites
[PEZ] Yedwy Players 11,301 posts 39,586 battles Report post #22 Posted April 12, 2021 13 hours ago, Necro_von_Cortex said: cuss! * The article may get edited as opinions are shared. Dude I suggest you read up on the actual battles of WW1 and WW2 and how the survivors were "picked up" in reality, if they were even picked up at all as some navyies just couldnt bother as a matter of principle... Remember we are not talking about sinking a lone commerce raider here or a merchant ship during a cruiser rules warfare, stopping dead in the middle of a major battle in the middle of the sea was just as smart as its in WOWS ergo not really... Share this post Link to post Share on other sites
[K1NGS] PaP_Mentoles [K1NGS] Players 616 posts 17,494 battles Report post #23 Posted April 12, 2021 10 hours ago, invicta2012 said: It's also the high priest of Kill Securing, so it deserves whatever it gets. That... Share this post Link to post Share on other sites
[THESO] HMS_Kilinowski [THESO] Players 2,665 posts 25,512 battles Report post #24 Posted April 12, 2021 I find it cheap to immediately downvote a topic like this. The OP has put some thought into it and made a nice and comprehensive suggestion. Compared to the manure we see regularly on this forum, this is paradigmatic. The least he can expect is a serious discussion and some profound feedback. Shame on you Big Hunts. 14 hours ago, Necro_von_Cortex said: Proes It adds another way of earning XP & credit. It can be done by any kind of ship. It gives a chance to "save" a team member, potentially strengthening the bonds of team play, or at least giving people an excuse to sail in pairs. It will give better immersion into the reality of naval battles. It should be relatively easy to implement, Most of the programming has already been seen in action in operations like Dynamo and Aegis Cons World of Warships may not wish this as a feature due to company policy. It may give a bad image to not only have wrecks breaking up, but now you have dead and dying people in the water. It might move the focus from combat to people just hugging XP opportunities. I am missing a direct link to victory. More than anything, an action should promote the victory of the team as the prime objective. If a player goes off to rescue survivors, while not supporting the cap control or fighting, that weakens the team and supports the already existing fallacy that this game is not about winning. The simplest link would be that rescuing survivors gives victory points. A team already loses points if a ship is destroyed. This action is rewarded double as the enemy team gains points. Rescuing survivors could reduce the points loss for a sinking ship. Generally the idea is not the worst I've ever seen. I am not sure if it overburdens our community of rather simple people. 1 Share this post Link to post Share on other sites
[-TPF-] invicta2012 Players 6,382 posts 26,856 battles Report post #25 Posted April 12, 2021 4 hours ago, totally_potato said: I didn't say that. You quoted the wrong person. I am aware of this knowledge Sorry, that's the autoquote function, it getes a bit confused. 1 minute ago, HMS_Kilinowski said: I find it cheap to immediately downvote a topic like this. The OP has put some thought into it and made a nice and comprehensive suggestion. Compared to the manure we see regularly on this forum, this is paradigmatic. The least he can expect is a serious discussion and some profound feedback. Shame on you Big Hunts. I think a mode in which players have to make constructive actions to win makes for a better mode - Domination games have always been better than Standard ones. And we already have a mechanic similar to this Rescue idea in Aegis and Dunkirk (RIP) where there is a "rescue" action. But overall I'm not keen on seeing the crews of the ships in this game being made part of the mechanics - WG has definitely got that bit right. 1 hour ago, Yedwy said: Dude I suggest you read up on the actual battles of WW1 and WW2 and how the survivors were "picked up" in reality, if they were even picked up at all as some navyies just couldnt bother as a matter of principle... There is a WW2 Australian news reel, a description of the Battle of Bismarck Sea, that shows the RAAF going back and machine-gunning lifeboats from the Japanese troopships they sank the previous day. Not at all uncommon. 1 Share this post Link to post Share on other sites