![]() |
|
|||||||
| IL-2 Sturmovik The famous combat flight simulator. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Since the DM of ships is limited in complexity, it would be nice if a damage randomisation factor could be introduced for ships. For example the fleet carriers currently take exactly 8 250kg/500lb class weapons in the same hull segment to sink, or the CVE take 3 250kg/500lb bombs. This often makes attacking ships a game of numbers, because you can determine exactly how much explosive you need to sink which ships. In my oppinion this predictability is quite unrealistic and takes away from the fun. I would suggest to add a 50% variation to DM strenght for each ship, so each individual ship has a random hull strenght between 50-150% at the start of each mission. That way you never know exactly what it takes to sink a target.
Of course a complex ship DM would be preferable, featuring things like compartments, fires, fuel and magazine explosions, fuel vapors, damage control parties etc. But I think we can agree that this is out of scope, so the suggestion above would be a neat low cost solution. |
|
#2
|
|||
|
|||
|
Mbot
Do you have any idea how many compartments are in an A/C carrier? You could actually bomb the smack out of a carrier for days and it might not go down, unless you hit right spots. The Hornet at battle of Santa Cruz took so many hits and was still afloat. It was ordered to scuttle her, and she was still afloat. http://en.wikipedia.org/wiki/Battle_...a_Cruz_Islands I'm just saying it wouldn't be much fun, if you never sunk the ships. Afterall, it was pretty important warships stayed afloat. There were alot of men on those ships depending upon the ship to take them back to home port. So, ships definitely were designed to take a great deal of punishment. |
|
#3
|
|||
|
|||
|
I don't think you got my point. The USS Franklin, a very though Essex class carrier, almost went down by two 250 kg bombs. The Hornet took a myriad of bombs, air and ship launched torpedoes to finally sink. How much damage a ship will take is a very complex question, but from a pilots point of view it is ultimately pretty random. That is the reason for my suggestion.
Last edited by MBot; 03-24-2010 at 08:09 PM. |
|
#4
|
|||
|
|||
|
There are many things that would be nice to randomize, but this is problematic online. If each client calculates some thing, the random factor would need to be synchronized over the net.
__________________
|
|
#5
|
|||
|
|||
|
A packet that includes the seed for randomization, thereby syncing it for all, perhaps? Or let server handle ship bomb/torpedo damage? The delay involved when hitting a ship would not too unrealistic.
|
|
#6
|
|||
|
|||
|
Yes that was my thought as well. When the mission gets loaded, the host generates a damage modifier (lets say between 0.5 and 1.5) for each ship and sends it to the client as part of the mission. No idea if that is feasible though
|
![]() |
|
|