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  • Flying Boats, Sea Planes and Tenders

    03. 19. 2008 06:40

Rengokuy
Adding
4 Sea Plane Tenders (1 for each nation)
12 Seaplanes / Flying Boats (3 for each nation)
*For French/Italian/Russina see page 10

Role
Tenders - CL that handles flying boats, Dedicated scouting ship with defensive armament

Balance
KM - Largest capacity, slowest speed, poor armament
IJN - High speed, average armament
USN - Largest Displacement, slow speed, average armament
RN - Average all around

Aircraft - High level scouts with large radius of sight, ability to see submerged subs,
heavy armament, high attack
rating, anti - submarine duties. Are only carried by the Tenders, no other ship can use them.
Potential Armament
Depth Charges, Torpedoes, Level Bombs, Mines, Flares

Balance
KM - Average all around
IJN - Light armament, High Speed
USN - Slow speed, High Hit points
RN - Slow speed, Heaviest Armament

Now why would you want these you ask? Basically you get a scout with a very large
observation radius that is still capable of being taken out by AA and
fighters, they will be able to see far enough to stay out of range of AA guns (but may
still be in range of IJN, all depends on what SDE wants to do). Now the kicker to the
planes is the Tender will only really be able to carry 3 - 6 of them (IRL 2 was max, but
that is the number of planes it can carry, they serviced squardrons of them) and launch 1
at a time. That sounds useless but remember the Boats will be able to stay back with the
assumed fighter wall that should be there guarding the BB's and still see the enemy.
Basically it will be circling with your teams fighters so hopefully when enemy fighters
come, they will engage your teams fighters. I will add 3 Flying Boats for each nation
(consider them Tier 1 and Tier 2, Tier 3 but they are literally Tier 6, 7, 8 scouts) The
final boats not being available until very high. They are arranged according to armament,
not speed. They are in no way final so don't be suprised if i switch them out with
another, or change the order they are available.
Secondly the boats wont be available until lvl 70ish This gives you a reason to have a
high level scout. It would also keep the ships out of Blitzkrieg, since the scout would
(if used properly) be impossible to kill. Also the plane will be armed and capable of
intercepting everything other than Fighters.
The ships may also be obtainable at a lower lvl, say 30 or 40, and operate a large number
of standard recon aircraft, but it will only launch 1 on deck at a time (in theory it
could have as many in the air as it has support slots)

Hopefully these could even help with scouting problems. It is assumed that if you use this
ship, you intend to scout for your team as it is all you can really do. A CV (even a
Oyodo) with only scouts is usually flamed to death, these will be dedicated scout carriers
that don't take up a CV spot.

They will either be purchased like the CL 0.5's or as a premium ship for 1 or 2 dollars
max. (or whatever SDE decides, though I highly doubt people would pay much for them.

All aircraft are potential ASW. Either being able to spot submerged submarines, and
dropping depth charges. Able to see subs, and drop charges.

So here you go. Remeber, these are the histroical specifications, they will all carry more
aircraft in game, and may be a bit faster. Aircraft under "not shown" are ones that can
replace the ones I selected, only ones with a photo am I suggesting be put in!

KM Friesenland - 5425t 16knots
(specifications are listed prior to Luftwaffe service, it is very possible that her
tonnage, speed and armament were different during the war)
Armament - none
Aircraft - 2


Tier 1 -Blohm und Voss BV.139 195mph
4 - 7.92mm machine guns


Tier 2 - Dornier Do 24 211mph
1 - 30mm cannon, 4 - 7.92mm machine guns


Tier 3 - Blohm und Voss BV.222 Viking 242 mph
3 - 30mm cannon, 5 - 13mm machine gun


Not shown
Blohm und Voss BV.138
Blohm und Voss BV.238
Dornier Do 18
Dornier Do 26
Heinkel He 59
Heinkel He 115


IJN Akitsushima - 4650t 29knots
4 - 5in/40 DP (2x2)
Aircraft - 1


(art by Takeshi Yuki)


Tier 1 - Aichi H9A 196mph
2 - 7.7 machine guns


Tier 2 - Kawanishi H6K "Mavis" 236mph
1 - 20mm cannon, 4 - 7.7mm machine guns


Tier 3 -Kawanishi H8K "Emily" 286 mph
3 - 20mm cannon 1 - 7.7mm machine gun


Not Shown
Hiro H3H / Type 90 Model 1
Hiro H4H / Type 91
Yokosuka H5Y "Cherry"


USN Currituck - 14000t 19knots
4 - 5in/38
Aircraft - 2




Tier 1 Douglas YB-11 169mph
3 - 7.62mm machine guns


Tier 2 Consolidated PBY Catalina 171 mph
5 - 7.62mm machine guns


Tier 3 Consolidated PB2Y Coronado 223 mph
8 - 12.7mm machine guns


Not Shown
Barkley-Grow T8P-1
Boeing XPBB-1 Sea Ranger
Consolidated Model 16 Commodore / XPY-1
Douglas T2D
Douglas C-21/26/29 Dolphin
Grumman G-21 / JRF Goose
Grumman G-44 / J4F Widgeon
Martin 162 / PBM Mariner
Martin JRM Mars
Sikorsky XPBS / VS-44 Excalibur

RN Albatross 4800t 21 knots
4 - 4.7in/40 QF MK VIII HA
Aircraft 1

(purpose designed as such but never used in this role)


Tier 1- Saunders-Roe A.27 London 155 mph
3 - 7.7mm machine guns


Tier 2 - Short S.35 Shetland 263mph
5 - 12.7mm machine guns


Tier 3 - Short S.25 Sunderland 213 mph
2 - 12.7 mm machine guns , 10 - 7.7mm machine guns


Not Shown
Blackburn R.B.1 Iris
Blackburn R.B.2 Sydney / C.B.2 Nile
Blackburn R.B.3A Perth
Saunders-Roe S.36 Lerwick
Saunders-Roe A.37
Short S.12 Singapore II
Short S.17 Kent
Short Knuckleduster
Short S.19 Singapore III
Supermarine Southampton
Supermarine Scapa
Supermarine Stranraer


  Index

  • Re : Flying Boats, Sea Planes and Tenders

    10. 05. 2008 08:45

Rengokuy
Armyn - No. I wish to keep this as simple as possible so that it can be added. Besides,
the whole concept of these require the player to actively control their scouts instead of
passively, therefore negating waypoints.

bunny - I determin necro only if it's at pg 10ish and only if it was a irrelivent/lousy
suggestion. This would be me finishing where I left off, because people commented and i
never responded (school has been hard with midterms and all) But yeh, my threads (least
the good ones) alawys seems to find their way back to pg 1, given enough time.
We can really only hope that NF-3D has all the good suggestions from here that just never
got in due to difficulty or work, what with support ships/auxiliaries, minelayers, and
these ships.

norm and blood - thank you!

other peeps - Today i intend to actually make some head-way on a sprite >.<



  • Re : Flying Boats, Sea Planes and Tenders

    09. 30. 2008 18:48

bloodsky
i like the suggestion, could make a nice addition to NF.

you sir, have earned my reccomendation and some respect :)

  • Re : Flying Boats, Sea Planes and Tenders

    09. 30. 2008 18:03

normpearii
My scout is lvl 70 and has no more planes to get,

Reccommended 100 times over If I could lol

  • Re : Flying Boats, Sea Planes and Tenders

    09. 30. 2008 15:51

Bunnydakillr
yay, someone neccro'ed this post. it shall never die, hehe. let's keep recc'ing all, I
have a feeling we can get them to implement this in NF3.

  • Re : Flying Boats, Sea Planes and Tenders

    09. 30. 2008 14:31

Armyn
this idea copes very good with a suggestion of including patrol paths for scout planes ...
(it was somewhere around here in the suggestions category)

  • Re : Flying Boats, Sea Planes and Tenders

    09. 30. 2008 13:04

Rengokuy
shotgun - The planes are maintained on the ships, they land in the water near it, are
hoisted aboard by a large crane, rearmed, refueled, repaired, then lowered back into the
water where they take off under their own power. The exception is the germans (who's
tender i may be replacing with a larger, better armed one shortly) whom have a very large
catapult. Ingame of course, they will just take off and land the same just as other planes.

Army, zidane and EVA - Thanks

Shaw - No, the Oyodo could not carry these aircraft, it carried small 1 or 2 person planes
(and it only carried two of them) If it were to be reclassed, it would have to loose the
ability to carrier all types of aircraft. If you want look up my suggestion "Seaplane
Cruisers" that is something more to what you are looking for. The scouts are going to just
be high lvl they don't need a new class pilot (im trying to keep the idea simple to allow
for ease of addition)

  • Re : Flying Boats, Sea Planes and Tenders

    09. 29. 2008 15:54

Shotgun13249
cool idea, but will where would the planes launch from? do they launch from the
boat first? do they land on the water? etc.

  • Re : Flying Boats, Sea Planes and Tenders

    09. 29. 2008 00:40

Armyn
i actually like the idea o_O GOOD JOB mate... recommended

  • Re : Flying Boats, Sea Planes and Tenders

    09. 28. 2008 21:20

EASmithV
i like recc'd

  • Re : Flying Boats, Sea Planes and Tenders

    09. 28. 2008 15:26

Shawdster
with T2 subs dominating the battlefield now more than ever, this suggestion needs
to be implemented. just a few Q's, would you then re-class the oyodo as a Cl to fit
with this class? i would. and would you consider having a branch off of the pilot tree
to include advanced scout pilot, at around lvl 60-70, so they could operate these
planes?