mikester
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Personally I believe, now this may seem extreme but bear in mind that i've had games where almost all 36 of my ftrs and definitely 15/20 tb (junyo) have been lost due to friendly aa, and when asked for the aa to stop, the players just say stop whining get better pilots. Now in many of these cases, it was my tbs returning home being chased by about 3 or 4 ftrs, and my ftrs sent out to protect the tbs, when an emden or yubari or other such ship opened fire, when the enemy ftrs weren't even in range of their aa! as a result they only killed my planes.
Now I don't play as an aa ship myself so correct me if i'm wrong but i gather that they gain experts and bonus credits with aa? Ok, that's fine, but I say that because they are being really rather incosiderate, for every friendly aircraft they shoot down, they loose X number of experts, and if they shoot down so many in a game, they start to loose vets as well. That, I think would be a slap round the face for many and would encourage them to actually aim and check that there aren't any friendly ftrs or tbs or dbs etc in the area.
My thoughts are thus: for a t1 bomber, loose 75 credits (from that credit meter in the top right, I never figured out how much that affected credits at the end of the game) and 5 experts per sailor on their ship. t2 bomber, 75 creds and 5 experts t3 bomber 50 creds and 3 experts
10 of any bomber and with the 10th shot down they loose 100 per bomber, 4 experts and 2 vets per sailor
Ftrs t1-t2 100 creds and 8 experts t3 75 creds, 5 experts and 1 vet total of 7 ftrs to be shot down, on the 7th loose 100 creds, 8 experts and 2 vets.
All per sailor onboard.
N.B. They can go into negative credits, where and automatic contribution is made to each cv on their team, proportional or not to how many of that cv's aircraft were shot down i.e. if player x shot down a total of 100 friendly aircraft, ended up with -5000 credits which at the endgame translated to say 30k, and he shot down 75 from one cv and 25 from another, the first cv would get approx 22k extra and cv 2 gets 8k extra. or maybe this could jam servers too much so just split it equally
I think that this system would ensure fair play to cv drivers, would encourage "friendly" team mates to not shoot down friendly aircraft, would hopefully discourage abuse and would mean that playing cv's would be more fair.
Of course I find it unlikely that SD would actually put this into practice, because too many whiny little emdens and such like would start complaining, personally i think it serves them right and that this isn't strong enough but oh well. Also some of you may think it a little harsh, the numbers can be jumbled around a bit I suppose
Another thing could be gaining experts and even vets when our aircraft are tk'd. They loose sailors we gain them. They've been farming off us for too long so now I say it's our turn!
If enough people appear to like this I may make a thread and ask everyone to recommend it, or someone may beat me (I hope not :) ) Infact I'm going to copyright the above ideas where all numbers are replaced with k,w,x,y,z where k,w,x,y,z is equal to any number that is eventually chosen :)
Ok that's that rant over, but there is more unfortunately, although mostly what people have just already said I'll keep it brief
-Mid range cv rooms (cv 1-3) -No auto return -Waypoints -Choose which units to engage -Defend friendly Air/Sea units -Better fuel gauge -Mixture of formation option (v, 2 different straight lines[back and forward], finger 4 etc) -Ability to fly temporarily above AA This one I will briefly explain, the idea is like the subs being able to submerge below all to stop damage, well here your planes can fly above all aa/pompoms etc, but not enemy ftrs, for brief periods of time, instead of sustaining damage, it can use extra fuel and fly slower or something, and it should be a hold active function i.e. you press say # and you have to keep it held down for the aircraft to stay at the extra altittude, as soon as you release the key the aircraft return to normal max height or original height. -Evasive maneouvers (optional auto) -Better glide time (ability to glide into land if they run out of fuel very close, maybe a rookie would die but you would keep the plane) -Cancel readying aircraft -Emergency fighter launch (single use only button that launches a small squad of ftrs, maybe locals, costs to use, used for preventing large waves of db to your cv/flag) -More plane option -Variety of ammo for tb and db (tb maybe only Japs?) -active stats (air, bomb, ftr) -Undecided about locals and t4s, i'm sure that if t4's were introduced then the gap between them and t3's should be fairly small -better turning than lower tier/lower pilot level etc ftrs and much better turning than scouts, tb and db -Attack pattern set up This I shall explain as well. Instead of normal manual bombing, you can split a squad so that x planes attack from one side or take this route and attrack these fighters and aa while the rest go round another way and attack from the other side, could be fairly devastating with tb, because if done correctly you could block a ship from maneuovering. this would be more like tactics from the actual real life war, but to prevent smaller ships just getting completely owned it should be fairly difficult to master properly so that it takes time and skill to use. It should not be an auto option as such, but that you can preset an attack pattern, maybe before the planes are at the target or even have presets that you make in harbour, which the aircraft will follow, but that only amounts to the split number, you have to manually control the aircraft as they go, much like a standard bomb run now. Or something along those lines
-general interface upgrade with more, easy to read information
Ok well I'm sure you'll all be happy to hear that that's me done for now.
Thankyou if you bothered reading this far
Mikester, Over ;)
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