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Ammunition ships
06. 22. 2011 11:17
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Re : Ammunition ships
08. 10. 2011 20:47
Edmund
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Originally Posted by Guitar90
Would the supply ship choose what ind of ammo it carries? like 16" or 15" so that 1 bind of ammo fits all guns.
this would be really useful for quad gun ships. MN mainly.
On the other hand, whats stopping ships from running next to no ammo for weight/speed reasons then crying there is no supply ship?
I think the supply ships only have to choose between HE, AA, etc. Once there's HE on board, it can replenish other ships' HE shells, from 3" all the way to 20". And like everyone said, there should be a large blast radius if the ammo ship is sunk (and the restorer can allow it to take more damage), so other ships really don't want to be standing next to a supply ship unless absolutely necessary.
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Re : Ammunition ships
08. 10. 2011 21:14
vetran
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I like this idea, however... This really would only work if the game was slowed down and/or ships couldn't hold as much ammo.
But, I'll recommend this idea anyhow.
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Re : Ammunition ships
08. 11. 2011 00:03
bubba75
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Originally Posted by Edmund
Rather than an ammo ship, I would suggest a new line of support ship, with increase number of sailor slots, ammo space, and plane space, much like the CV line.
SAILORS SLOTS: The support ships will generally have 2 gun slots, and varying support slots. The guns they carry should be for self-defense only, perhaps use the sub guns? The sailors that they can consider carrying are: - Gunners: to use guns, and needed to replenish ammo for other ships - Repairer: repair other ships - Engineer: act as a tow boat, towing back crippled ships. No effects on undamaged ships - Restorer: increase his own SD, so the ammo ship doesn't go boom when one-hitted - Scout: Fly scout plane, and replenish scout planes - Ftr, DB, TB: needed to replenish Ftrs, DBs, and TBs respectively. Cannot use these types of planes - Medic: revive crew (sailor, skilled sailor, officers) killed for other ships. If no crew is killed, no effect - Seaman: General increase in ability for other ships
AMMUNITION: In terms of the ammo, I would suggest that ammunition ships have to carry different types of ammo, as follows: - HE shells - AP shells - AA shells - Torps - HH - DC
Just like CVs can't pack 1000 scouts, ftrs, DBs and TBs at the same time, ammo ship will have to pick and choose how much and what they want to carry. So if they carry only HE shells, then they can replenish all ships requiring HE shells, from 3" to 20", but they won't be able to help subs and TW with torps, or AA ships with shells, etc. Or they can mix and match different types of ammo.
PLANES: Support ships should be able to launch scouts, and replenish other ships of scouts, Fts, DBs, and TBs. Again, there's a fixed aircraft space, and they have to mix and match.
Sorry for this long post, but I have given this quite some thought, and I think it can be a useful ships in many different ways. And given that you have to choose what sailors to load, and how much ammo and planes, it can be quite customizable.
BTW, where did the sprite come from? it looks very NF like. If it's photoshopped, then good job.
Supply ships can supply ONLY ships of their own country. And APA tree could be made ... ex) APA --> Ammo Supply ship --> Torpedo Supply Ship --> Repair Ship --> Planes Supply ship.. etc :)
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Re : Ammunition ships
08. 11. 2011 00:07
bubba75
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Originally Posted by bubba75
Originally Posted by Edmund
Rather than an ammo ship, I would suggest a new line of support ship, with increase number of sailor slots, ammo space, and plane space, much like the CV line.
SAILORS SLOTS: The support ships will generally have 2 gun slots, and varying support slots. The guns they carry should be for self-defense only, perhaps use the sub guns? The sailors that they can consider carrying are: - Gunners: to use guns, and needed to replenish ammo for other ships - Repairer: repair other ships - Engineer: act as a tow boat, towing back crippled ships. No effects on undamaged ships - Restorer: increase his own SD, so the ammo ship doesn't go boom when one-hitted - Scout: Fly scout plane, and replenish scout planes - Ftr, DB, TB: needed to replenish Ftrs, DBs, and TBs respectively. Cannot use these types of planes - Medic: revive crew (sailor, skilled sailor, officers) killed for other ships. If no crew is killed, no effect - Seaman: General increase in ability for other ships
AMMUNITION: In terms of the ammo, I would suggest that ammunition ships have to carry different types of ammo, as follows: - HE shells - AP shells - AA shells - Torps - HH - DC
Just like CVs can't pack 1000 scouts, ftrs, DBs and TBs at the same time, ammo ship will have to pick and choose how much and what they want to carry. So if they carry only HE shells, then they can replenish all ships requiring HE shells, from 3" to 20", but they won't be able to help subs and TW with torps, or AA ships with shells, etc. Or they can mix and match different types of ammo.
PLANES: Support ships should be able to launch scouts, and replenish other ships of scouts, Fts, DBs, and TBs. Again, there's a fixed aircraft space, and they have to mix and match.
Sorry for this long post, but I have given this quite some thought, and I think it can be a useful ships in many different ways. And given that you have to choose what sailors to load, and how much ammo and planes, it can be quite customizable.
BTW, where did the sprite come from? it looks very NF like. If it's photoshopped, then good job.
Supply ships can supply ONLY ships of their own country. And APA tree could be made ... ex) APA --> Ammo Supply ship --> Torpedo Supply Ship --> Repair Ship --> Planes Supply ship.. etc :)
Oh I forgot to mention... new sailor class.... Supplier sailor --> Pot , how fast it supplies :P
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Re : Ammunition ships
08. 11. 2011 01:46
Beuwulf
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well, great idea, so tell me, who will pay for the torps/shells?
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Re : Ammunition ships
08. 11. 2011 02:12
bubba75
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Originally Posted by Beuwulf
well, great idea, so tell me, who will pay for the torps/shells?
Just the supplier. Since supply ships are not designated for attack. Every time they supply they could get extra credits as aa does by shooting down planes :)
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Re : Ammunition ships
08. 11. 2011 04:27
Guitar90
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Originally Posted by bubba75
Originally Posted by Beuwulf
well, great idea, so tell me, who will pay for the torps/shells?
Just the supplier. Since supply ships are not designated for attack. Every time they supply they could get extra credits as aa does by shooting down planes :)
I like that. If good AA ships get 10k creds per match, then supply ships should be able to do the same. What about exp? How would we figure that one out? Same as AA again?
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Re : Ammunition ships
08. 11. 2011 04:47
B_Duck
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this makes for 1 crossfest, lvl crews would be unneeded and what-not. Also, we can't even get the CV's straight, so why would you even want this? Slow fat ships sailing around the battlelines?
You get sunk or the battle ends even before you're out of ammo, so uhm, no ty
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Re : Ammunition ships
08. 11. 2011 05:59
Edmund
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Originally Posted by bubba75
Supply ships can supply ONLY ships of their own country. And APA tree could be made ... ex) APA --> Ammo Supply ship --> Torpedo Supply Ship --> Repair Ship --> Planes Supply ship.. etc
I think that might be too limiting. What if you are a torpedo supply ship, but there's no TW and subs have all gone to the other side, etc. A support ship should be multi-roled, since they are not doing much attack anyways.
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Re : Ammunition ships
08. 11. 2011 07:27
Samsa
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This will be a great idea once it is balanced.
I imagined a Kita sitting next to a supply ship, endlessly launching waves of torps the whole battle lol.
I recommend this but think it needs to be more than just "Park and get ammo".
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