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Post by brygun on Jun 13, 2019 16:31:08 GMT -6
Can we add a "Halt" by the 20 kn, Sq max and Cruise buttons?
There are times when it is proper to stop: finishing off a crippled enemy, bombarding a shore target in barely visible light conditions or reforming a battle scattered fleet.
The buttons function is a simple way to set the desired speed to zero (0).
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Post by dizzy on Jun 13, 2019 19:21:55 GMT -6
I dunno if I'd want one of those pop-up messages asking, "Are you sure you want to full stop?" I'd hate to hit it accidentally. This is obne of those situations where it's nice to have customizable UI's so you can place buttons where they NEED to be and not have to trust where the Devs think is the place for it to be and it just ends up being put in the wrong place. So I hope HALT makes it in, and its placed in an excellent place to where we would never accidentally hit it while trying to click something else... Nice idea, brygun
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Post by alsadius on Jun 13, 2019 19:39:46 GMT -6
I'd be happy if the speed box just accepted text input on the main screen like it does in the division screen. Don't limit us to up/down arrows.
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Post by rimbecano on Jun 14, 2019 4:49:13 GMT -6
Can we add a "Halt" by the 20 kn, Sq max and Cruise buttons? There are times when it is proper to stop: finishing off a crippled enemy, bombarding a shore target in barely visible light conditions or reforming a battle scattered fleet. It's not really desirable in-game, and, in real life, even worse. It leaves one hideously vulnerable to submarines (or to torpedoes from said crippled enemy). It also takes a fair while to accelerate back up from a dead stop. In real life, it also gives you a lot less control over your position and orientation (because of currents). I tend to finish off enemies at cruiser speed or combat speed. I do shore bombardments at cruise speed, or in exceptionally poor visibility, 5 or 10 knots. For regrouping, the flag division can often help with its own movements, slowing down to cruise is usually just fine.
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Post by rob06waves2018 on Jun 14, 2019 6:09:30 GMT -6
Can we add a "Halt" by the 20 kn, Sq max and Cruise buttons? There are times when it is proper to stop: finishing off a crippled enemy, bombarding a shore target in barely visible light conditions or reforming a battle scattered fleet. It's not really desirable in-game, and, in real life, even worse. It leaves one hideously vulnerable to submarines (or to torpedoes from said crippled enemy). It also takes a fair while to accelerate back up from a dead stop. In real life, it also gives you a lot less control over your position and orientation (because of currents). I tend to finish off enemies at cruiser speed or combat speed. I do shore bombardments at cruise speed, or in exceptionally poor visibility, 5 or 10 knots. For regrouping, the flag division can often help with its own movements, slowing down to cruise is usually just fine. No, I disagree there. I often slow to a halt for finishing off battleships or for bombardment targets. I also stop heavily damaged ships to prevent flooding. The torpedo threat is generally mitigated with a screen and a stopped ship has much greater accuracy.
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Post by williammiller on Jun 14, 2019 9:40:54 GMT -6
In real life the only time a warship would all-stop during/near a battle would be to pick up survivors, or stop to aid a friendly stricken vessel...and even then in many cases they would not do so as the immediate danger was judged to be too great. Just a point to tie this into the real world...
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Post by brygun on Jun 14, 2019 10:41:04 GMT -6
In real life the only time a warship would all-stop during/near a battle would be to pick up survivors, or stop to aid a friendly stricken vessel...and even then in many cases they would not do so as the immediate danger was judged to be too great. Just a point to tie this into the real world... Which stills means it could happen. I did figure there would be some counter points to the real life avoiding this but there are some things that don't translate well. In some cases of lengthy shore bombardment a real life ship would move slowly adjusting their guns which is fine for daytime. They could also stop but one would want to check at some of the big days like D-Day or Iwa Jima. In RTW we often have night time for bombardment missions. The visibility circle not the gun range dominates how you can engage a target. Generally for a night time battle you'll have to stop or do a numbing course 180 over and over. Try blasting a land bombardment target at night with only a pair of destroyers and you'll want a halt button. Just dont go Netflix on us and make it "Halt and catch fire"
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Post by brygun on Jun 14, 2019 10:46:54 GMT -6
It's not really desirable in-game, and, in real life, even worse. It leaves one hideously vulnerable to submarines (or to torpedoes from said crippled enemy). Disagree on desirable as it is to multiple posters here, making this an opinion difference. One can NOT use a button that exists while those who do see the uses can use the big red easy button. Regarding risk of torpedoes from a crippled enemy: the attacking ships motion, even at cruise, will make it plausible or even necessary to enter the torpedo firing arcs of the prey. Consider using Halt when outside the prey's arcs. Typically crossing the T, halting on the cross (where a bow/stern tube might hit but they are rare) or just off the cross in the fore/aft quarter blind spots. This also limits the fire from their guns. Circling at cruising means you will cross all the prey's torpedo somewhere along the way. Safer to sit and shell, espically if you know he fired torps from zone X already.
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Post by brygun on Jun 14, 2019 10:51:48 GMT -6
I also stop heavily damaged ships to prevent flooding. The torpedo threat is generally mitigated with a screen and a stopped ship has much greater accuracy. Good additional points. Damaged ships, such as those which survived an aerial torpedo attack, can benefit from a Slow (5 kt) or Halt to reduce flooding. >>>> I didn't elaborate on this so will add this here: by having Halt set the desired speed to zero the player then only has a few clicks to go to 2 kts or 5 kts for a slow ahead, which some would prefer. Currently its a bit annoying to click 16 times to stop a ship or a dozen times to get it to a slow range. Those who don't want to fully stop, such as those referencing a selection of real world situations, can use Halt then tap up to a few knots slow.
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Post by alsadius on Jun 14, 2019 11:15:09 GMT -6
I didn't elaborate on this so will add this here: by having Halt set the desired speed to zero the player then only has a few clicks to go to 2 kts or 5 kts for a slow ahead, which some would prefer. Currently its a bit annoying to click 16 times to stop a ship or a dozen times to get it to a slow range. Those who don't want to fully stop, such as those referencing a selection of real world situations, can use Halt then tap up to a few knots slow. Out of curiousity, would you actually prefer that system to my suggestion of having text entry on the main battle screen?
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Post by brygun on Jun 14, 2019 11:22:07 GMT -6
Out of curiousity, would you actually prefer that system to my suggestion of having text entry on the main battle screen? That would work too though has a bit more coding to it then a button to set to zero which is all but a copy of the set to 20 button >>> Purists might also prefer if instead of Halt it was Slow meaning 5 knots. Stoppers could then quickly dial down. Still I personally have more uses for a Halt than a Slow button.
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Post by rimbecano on Jun 14, 2019 11:34:03 GMT -6
Try blasting a land bombardment target at night with only a pair of destroyers and you'll want a halt button. What actually might be desirable here, which I would support, is some significant bonus to spotting range (or at least to maintaining contact) for stationary targets.
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Post by rimbecano on Jun 14, 2019 11:40:53 GMT -6
Circling at cruising means you will cross all the prey's torpedo somewhere along the way. Safer to sit and shell, espically if you know he fired torps from zone X already. I don't just circle, I use an elongated diamond shaped pattern where I cross the T close in and make sharp turns abeam the enemy's midpoint further out.
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Post by dorn on Jun 14, 2019 11:41:46 GMT -6
In real life the only time a warship would all-stop during/near a battle would be to pick up survivors, or stop to aid a friendly stricken vessel...and even then in many cases they would not do so as the immediate danger was judged to be too great. Just a point to tie this into the real world... Which stills means it could happen. I did figure there would be some counter points to the real life avoiding this but there are some things that don't translate well. In some cases of lengthy shore bombardment a real life ship would move slowly adjusting their guns which is fine for daytime. They could also stop but one would want to check at some of the big days like D-Day or Iwa Jima. In RTW we often have night time for bombardment missions. The visibility circle not the gun range dominates how you can engage a target. Generally for a night time battle you'll have to stop or do a numbing course 180 over and over. Try blasting a land bombardment target at night with only a pair of destroyers and you'll want a halt button. Just dont go Netflix on us and make it "Halt and catch fire" You can still do it manually settings speed to whatever you want. But I completely agree that all-stop was quite dangerous as you are sitting dug. If any enemy submarine is within striking distance, you are already sunk. In night it is even more dangerous, see Italians cruisers.
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Post by brygun on Jun 14, 2019 14:01:33 GMT -6
I was thinking that for a new player a ship on HALT will no longer turn to bring guns to bear or evade.
It might be better then to make the new button, if accepted, a SLOW (5 knots or maybe 3 knots)
It gives an easy steering speed for precise positions and can be much easier be set to a full stop. On time compressed games (which you could pause) a quick SLOW is almost as good as a quick stop as at least the ship is no longer burning distance at 20 - 30 knots.
SLOW also acts as an emergency speed for when a ship has flooding damage. That is surely a useful button to have.
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