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CenturionPuch

Those lame cap circles are a relic of the past

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No matter how many documentaries I watched about naval warfare or any other kind of warfare I've never seen a cap circle in any one of them.

I understand it's been part of game designs for a long time, but isn't it time to move on?

I also know it's an arcade game, but adding some immersion never hurts.

 

How about setting different objectives?

Each team has a port or depo,fort or whatever that needs to be destroyed by bombardment.

One team or both has a convoy of AI freight ships that need to be destroyed,protected.

Stuff like this..

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[ENEMY]
Beta Tester
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we need to wait :)  in future maybe they will add extra features until then  we wait :D

 

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Beta Tester
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Making a game is like making a building. No matter how much you say the foundation is old techinque people will still need a foundation to have buildings. The cap based game is this game's foundation. There will be new modes like WoT is trying out. But not in close future

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Beta Tester
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Yes, in no naval battle ever were they fighting over a strategic objective.

 

I am also shocked to discover the lack of use if Damage Control abilities and repair consumables in historical battles. Why the players in these historical battles never used their consumables indicates terrible play, I would think.

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Beta Tester
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One team or both has a convoy of AI freight ships that need to be destroyed,protected.

 

 

But then they would have to add submarines... :trollface:

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Beta Tester
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But then they would have to add submarines... :trollface:

 

Nope they made the convoy idea. But it failed in supertest. Because DDs would jsut rush up and kill the convoy as convoy only sails in a straight line

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[SCRUB]
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Like capturing Tirpitz at the Norwegian docks?

 

Then the winner gets it in his port, lol

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Beta Tester
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Nope they made the convoy idea. But it failed in supertest. Because DDs would jsut rush up and kill the convoy as convoy only sails in a straight line

 

Yes, thanks for confirming why having submarines would be valuable in such a game mode.

 

The reason why DDs were overpowered in it is because in WoWs they behave like real submarines do ( stealth and torpedo ambush without being seen ).

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Beta Tester
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Nope they made the convoy idea. But it failed in supertest. Because DDs would jsut rush up and kill the convoy as convoy only sails in a straight line

 

Convoys could zig-zag like they did in RL, or as any BB or cruiser should when the detected! text is up on the screen...but that is another story

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Beta Tester
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Yes, in no naval battle ever were they fighting over a strategic objective.

 

I am also shocked to discover the lack of use if Damage Control abilities and repair consumables in historical battles. Why the players in these historical battles never used their consumables indicates terrible play, I would think.

 

I see clear signs of lack of ability to understand the English language.

Well, it's a fee to play game even for the mentally challenged.

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View PostCenturionPuch, on 18 September 2015 - 10:37 AM, said:

How about setting different objectives?

Each team has a port or depo,fort or whatever that needs to be destroyed by bombardment.

Then try to successfully protect in in early game while I start spitting my shells from 25km (Kongo + spotting plane). Stationary targets are the best targets.

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[ST-EU]
Supertest Coordinator, Alpha Tester
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The circle is a concoy of ships that ran out of fuel, and now needs to be protected.

 

Edited by Lepr0n

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Beta Tester
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Then try to successfully protect in in early game while I start spitting my shells from 25km (Kongo + spotting plane). Stationary targets are the best targets.

 just a question of map design

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Beta Tester
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I see clear signs of lack of ability to understand the English language.

Well, it's a fee to play game even for the mentally challenged.

 

Clear signs of inability to detect snark about the fact that this is a game, plus a slap about the fact that in real life fleets fight over objectives. No-one risks their ships for nothing.

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Beta Tester
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Yes, thanks for confirming why having submarines would be valuable in such a game mode.

 

The reason why DDs were overpowered in it is because in WoWs they behave like real submarines do ( stealth and torpedo ambush without being seen ).

 

In real live Subs moved really slowly when "stealthed" though late war German subs were faster underwater. Plus if given a chance Subs attacked unstealthed as they could use their deck guns and it was much faster than just using torps.

 

But you are right, DDs fulfill the role subs would.

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Beta Tester
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In real live Subs moved really slowly when "stealthed" though late war German subs were faster underwater. Plus if given a chance Subs attacked unstealthed as they could use their deck guns and it was much faster than just using torps.

 

But you are right, DDs fulfill the role subs would.

 

Actually during many night battles Subs attacked surfaced even when attacking with torpedoes, because due to their low silhouette and lack of exposed lights topside they were close to invisible anyways.

 

If implemented in WoWs submarines should have about half the detection range DDs have even when the submarines are still surfaced, so submerging would almost only be needed as a defensive "get away" cooldown.

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Beta Tester
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Actually during many night battles Subs attacked surfaced even when attacking with torpedoes, because due to their low silhouette and lack of exposed lights topside they were close to invisible anyways.

 

If implemented in WoWs submarines should have about half the detection range DDs have even when the submarines are still surfaced, so submerging would almost only be needed as a defensive "get away" cooldown.

 

Yes, I said Subs attacked when surfaced when they could get away with it.

 

So you are suggesting Subs could only be detected at 4kms surfaced???

 

Wow, I see no problems with that at all. (note this was snark) Such a thing would not be OP in anyway and anyone suggesting it in no way has dreams of being totally invincible. (Yep still snark)

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 just a question of map design

 

And what would you do? Put a 2km high mountain between the spawns on every map like two brothers? A Yamato with range upgrades can reach every corner of a map from the spawn and even if you did that it wuold only take a few mins to get a clear LoS to the objective unless yuo litterally sorrounded it with a wall. And how do you handle carriers? Keep 4 cruisers over the objective for the whole match to avoid it getting sniped by planes?

Face it the only viable objective is one that forces you to get close to achieve it or else the game would only be max range objective shelling from both teams.

There is also the problem of a team having 0 attack capabilities left but not being completely wiped out like a carrier that lost all planes or a ship that lost all guns (rare but it happens).

 

Caps aren't there to look historical or nice or whatever, they are there to provide a specific functionality to the game that's tuned to work in a specific way. Unless you change them with something that it's functionally the same (takes X time at the same range for any ship no matter it's condition) you are just gonna screw the game balance.

Edited by max24dj

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@OP: There is another WW2 naval game which has the objectives you mention, you capture island and such. Not sure if I can mention a name without upsetting folks :) but you should be able to find it easily.

 

This is more of an arcade game, fairly simple mechanics and dito objectives. Would I like to see more complicated things, yes very much.

Not holding my breath though.

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Beta Tester
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And what would you do? Put a 2km high mountain between the spawns on every map like two brothers? A Yamato with range upgrades can reach every corner of a map from the spawn and even if you did that it wuold only take a few mins to get a clear LoS to the objective unless yuo litterally sorrounded it with a wall. And how do you handle carriers? Keep 4 cruisers over the objective for the whole match to avoid it getting sniped by planes?

Face it the only viable objective is one that forces you to get close to achieve it or else the game would only be max range objective shelling from both teams.

There is also the problem of a team having 0 attack capabilities left but not being completely wiped out like a carrier that lost all planes or a ship that lost all guns (rare but it happens).

 

Caps aren't there to look historical or nice or whatever, they are there to provide a specific functionality to the game that's tuned to work in a specific way. Unless you change them with something that it's functionally the same (takes X time at the same range for any ship no matter it's condition) you are just gonna screw the game balance.

 

Objective is based in a bay of a crescent shape island. The island has tall hills on it blocking shots from pretty much everywhere, so it can only be shot at from close range as it is close to the edge of the map.

I guess imagination is not one of your merits.

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Beta Tester
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No matter how many documentaries I watched about naval warfare or any other kind of warfare I've never seen a cap circle in any one of them.

Naval war has always been about controlling areas of sea and trade/traffic routes. (or protecting own coastal cities)

Sinking ships is just tactical consequence of that strategic goal.

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Beta Tester
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Naval war has always been about controlling areas of sea and trade/traffic routes. (or protecting own coastal cities)

Sinking ships is just tactical consequence of that strategic goal.

 

have you read the rest of the post?

hint: that is exactly what I was talking about

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Objective is based in a bay of a crescent shape island. The island has tall hills on it blocking shots from pretty much everywhere, so it can only be shot at from close range as it is close to the edge of the map.

I guess imagination is not one of your merits.

 

So istead of a circle you want an island....and what is the difference except for the aestethics? Wouldn't 2 identically shaped island on every map seem even more weird than the circles? What for domination? Can't have crescents facing away from both teams. What about carriers? It's not a matter of imagination it's the fact that it takes a massive effort to think about something that works exactly as the current cap circle but looks less strange and it's simply not worth it just for the looks.

You could make it look better by implementing some anymation that make it look like you are shelling or taking control of something while you stay in that area but at the end of the day it's just a cap circle

Edited by max24dj

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Beta Tester
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have you read the rest of the post?

hint: that is exactly what I was talking about

 

caps represent important control points. 

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