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  • Replace Air Time with Battery Life

    05. 23. 2010 12:42

PictWarrior1
Submerged submarine endurance should be based off of battery life instead of air
time. In addition, battery life should be based off of submerged speed. The faster a
sub goes while submerged, the faster the battery drains.

This could mean that a sub could traverse the entire map submerged, but would
need ten minutes or more to do it. On the other hand, a sub could go 20 knots
underwater but would only stay under for two minutes.



(I posted this in the Submarine Suggestions but I'm sure it will get lost in there.)


  Index

  • Re : Replace Air Time with Battery Life

    07. 12. 2010 16:47

PictWarrior1
@sweenytodd

it wouldn't have to be like that. The torp damage isn't affected. It just makes them a
bit more fun to drive. You would have to determine how far you could go and how fast.
This would actually force subs to use tactics that subs should be using. Chockpoints,
stalking, sit-and-wait, ff/dd bait, etc...

  • Re : Replace Air Time with Battery Life

    07. 12. 2010 16:34

Wingmann
Seamless bump.

  • Re : Replace Air Time with Battery Life

    06. 30. 2010 10:26

SweenyTodd
i would love to see ss not be a fictory boat (ok so its not really now its still takes 2
min to get there but whatever) however the game as is cant support this
suggestion, introducing battery now would consign ss to the scrap yard (maybe a bb
player finally got sneaky and this is his way of doing it) if it takes 5 min to get from
one battle line to the other (with good battery management thats prob accurate)
and you get there only to fire your 4 km torps and watch a L2 just absorb them and
fictory away laughing what was the point?

would i like to see battery instead of air? yes

would i like to stay under longer like real ss do? yes

but the game as its balanced right now cant support this idea, bulge would need to
be reworked and in my opinion all ships speed would need to be redone however
since this is way to much work for devs and there are other more pressing issues
(DC & HH, not to mention the cv issues) i dont think that this idea has any current
merit

  • Re : Replace Air Time with Battery Life

    06. 30. 2010 07:09

Audessy
Recommended.

However I should suggest that ships can get sonar buoys to drop from scouts to help a
pesky sub not wanting to surface after all ships are dead.

OR at when all surface ships are dead the game automatically ends if there's only subs
left.

I actually don't play submarines because of this issue. I think they'd be more fun if you
had to wait and stalk your enemy rather than rush them every game. They'd also be
easier to get away from in a fast ship instead of constantly being stuck in the SS4
stranglehold. Overall I think it would make the BB versus Sub issue more tolerable.

  • Re : Replace Air Time with Battery Life

    06. 29. 2010 16:41

Wingmann
Edited my post, so here's a seemless bump.

  • Re : Replace Air Time with Battery Life

    06. 28. 2010 21:21

PictWarrior1
I like it. It's cool to see this idea with numbers attached to it.

  • Re : Replace Air Time with Battery Life

    06. 28. 2010 16:27

Wingmann
I would prefer battery operational time and battery recovery rate to be fixed. They
can be fixed on a Tier basis or overall.

Let's say Tiers get a % of Operational Time and Recovery Rate 1. RR 1 is equivalent
to double of the Operational Time. OT changes depending on speed, as detailed
below. RR does change -accelerate- by means of the planesman.

Chart without modifiers, numbers are examples:
T1 OT 70% / RR 1 (Based on T4, 7min OT, 14min for full recovery)
T2 OT 80% / RR 1 (Based on T4, 8min OT, 16min for full recovery)
T3 OT 90% / RR 1 (Based on T4, 9min OT, 18min for full recovery)
T4 OT 100% / RR 1 (let's say 10min OT, 20 minutes time for full recovery)
T5 OT 110%... etc.

Keep in mind I wrote Operational Time and Recovery Rate, not recovery time. That
means that a T1, at the same rate, would recover its batteries in a shorter time than
a T4.
If we would choose Recovery Time then it's a given number modified by the
planesman and equally good or bad for all Tiers.

Operational Time is Speed dependant. Figures are given for current top speeds,
without OH. OH would decrease Operational Time in the same percentage it
increases speed, and the other way around: 30% more speed = 30% less
submerged time. 50% less speed = 50% more submerged time.
Recovery Rate (or Time) could be affected by the planesman Potential up to a 25%
increase in Rate or decrease in Time.

Keep in mind, figures are examples.

Edited for clarity.

  • Re : Replace Air Time with Battery Life

    06. 27. 2010 13:19

PictWarrior1
@wingman

A good thought on that, I did some math.

If we want to cap the planeman's affect on battery management (either charge time
or duration) at about 25% let's maybe do something like this:

The planesman starts at level 30 and we want a 25% ability cap at level 120 so...
If we give the planesman a 0.27% increase per level, that would come out at 24.3%

Now I am definitely not an expert on game mechanics so I don't know how abilities
actually level up, and I also don't know how experts and vets might affect that. I
suppose it could simply cap out early if he's vetted and such.

Something to think about anyway. Please keep the constructive thoughts coming. I
truly believe that this could drastically change sub play forever.

  • Re : Replace Air Time with Battery Life

    06. 27. 2010 13:11

askldjgowirg
i just reviewed 4 pages of altsein replies, and i still lol'd



uhm, i dunno about this. honestly i don't want them to mess with subs right now, since
there hasn't been any really good ideas (not that this isn't decent)

and plus, even if some one up with an amazing idea, yuno is gonna be like "yea subs are
fragile"

  • Re : Replace Air Time with Battery Life

    06. 27. 2010 09:12

Wingmann
Very nice idea, but try to keep it simple.

Also, what's the role of the planesman? Battery recover + battery management, one of
them, none?

If planesman affects battery recovery be careful with top levels. I'd say skip that
attribute from the planesman.
If planesman affects battery management make it so even at 120 it's a 25% or so
increase.
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