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  • Planes, Scouts, Fighters, Torpedo and Dive Bombers

    03. 07. 2012 10:20

Recommend : 0

limegargoyle
This is building somewhat off of two separate threads already in the Suggestions forum.  One is " 50% exp penalty if you don't run a scout..", the others are about planes getting harvested by FWs.

I am wondering about the efficacy of requiring that every plane type on a ship have at least one plane, and that there be an appropriate pilot for every plane type, with a room entry warning and a small (10 - 15%) EXP  penalty for  non-compliance.

We would probably have to exclude CV1, since FPs begin at 40 and other pilots are not available till later, but the basic idea is there.

That would promote the carrying and use of scouts by any vessel able to carry them, while still allowing players to use that slot for levelling other sailors with only a small penalty.

It would also reduce, but not eliminate the massive waves of FW planes owning the skies and preventing anyone else from flying anything, but still allow use of those planes, just not as many, since the number of pilots available would be limited.

Admittedly, a kludge, but it looks like it might reduce the number of BBs without scouts, often complained about, and promote multi-tasking on the part of CVs.  It could well allow lower-level CVs to play a more active part in the various rooms.

I am open to comments or thoughts from others, as I am sure there are some unintended consequences involved.


 

  • Re : Planes, Scouts, Fighters, Torpedo and Dive Bombers

    03. 07. 2012 14:51


KingCong
Restrictions should not be put on CVs. Great Battle is meant to allow all ship setups. Obviously the dumb ones get punished for it.

CV should be allowed to FW or BW as they please the same as BB being allowed to run scouts or not, AW, or even torps. Besides, running RFAB is very inefficient especially for some nations.

Why should a player have to sacrifice a support slot on a bomber that will not be used anyway? Why not force all BBs to run designated weapons (no taking off the back gun), full AA, and a mandated armor setup? Should a TW kuma be forced to run a scout as well?

This will not fix any problems and only discourage CV play. Unless you enjoy waiting for battles to start.

  • Re : Planes, Scouts, Fighters, Torpedo and Dive Bombers

    03. 07. 2012 16:11


Couga_G
Another problem would be if the penalty stacked (ie if you don't have any fighters at all then you lose 10% but if you don't have FP and TB then that's 20%). In that case, for a CV2 to gain full EXP, they must have at least 1 Scout, 1 TB, 1 DB and 1 Fighter leaving room for 1 random pilot. As you can imagine, this case would be terrible and should be avoided.

A viable idea may be to only penalise players who either did not arm a plane (BB/CV classes only) or if they only have one type of plane on board (with a corresponding pilot).

Along the same lines as previously, you could also change the EXP system for CVs so that it will reward hybrid CVs. Using this and some arbitrary values for an example, we can compare the EXP gained by the different CV roles. For this example, we will assume a CV can do a total of 20 damage during the course of the battle, though this can be split into various forms.

- 20 Ship Damage (TB/DB Damage) = 20 EXP - BW CV
- 20 Aircraft Damage (FP Damage) = 20 EXP - FW CV
- 10 Ship and 10 Aircraft Damage = 30 EXP - CV with a TB/FP or DB/FP setup.
- 5 Ship and 15 Aircraft Damage = 25 EXP - CV with more focus on FPs but does some damage with TB/DBs.
- 15 Ship and 5 Aircraft Damage = 25 EXP - CV with more focus on TB/DBs but does some damage with FPs.

Any gun damage will be counted separately and added on at the end (for those CVs who have guns).
This would (should) only require someone to create a good formula and then for the coders to code that formula into the EXP system, which shouldn't be hard.

  • Re : Planes, Scouts, Fighters, Torpedo and Dive Bombers

    03. 07. 2012 23:29


Maistral
Originally Posted by Couga_G

- 20 Ship Damage (TB/DB Damage) = 20 EXP - BW CV


If this is employed I'd mostly get 100-160K EXP per game. 0.o


Me gusta.

  • Re : Planes, Scouts, Fighters, Torpedo and Dive Bombers

    03. 07. 2012 23:54


limegargoyle
I DID say that it would require more thought and discussion, thank you for contributing.

My germ of a thought was by requiring a plane in a plane slot, and a pilot for that plane, we would both be more likely to have scouts coming off the BBs (and some CA and CL), we would also promote multi-role CVs and reduce the FWing that makes CV so frustrating at lower levels.

I appreciate that players have spent an appreciable amout of time building up a stable of ultra-high-level FPs, and when they are on my team, I really appreciate it. But when I am on the other team, in my flimsy little CV2, I would really like the opportunity to get something in the air for more than 30 seconds.

YES! I AM trying to reduce the FWing and BWing... I would really like to be able to stay in a battle long enough to DO something, maybe even contribute.... As it is, I send out a scout (usually shot down by FPs before it gets to where it can see the enemy), get a couple flights of locals out (generally shot down without generating any significant attack while defending my team's BBs) and try sending out a TB strike when I have deck space (TBs have better sight than DBs). I will generally lose every plane on my CV, and often only get planes barely into the air before they get massacred, well before they get to any place to do me or my side any good.

If there were a way to make it possible for beginning CVs to do anything other than be a source of creds and exp to the elite, I would be very interested i knowing it.

Poor Poor Pitiful me... I just want to play as something other than another useless CV who cannot give sight, get attack, defend myself or my team, or do anything but sit there and wait for the end of the battle, sending out a sacrifice as often as possible.

It may sound like a whiney baby rant, but that is just fustration showing.

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