Recommendation for new Gun tech/development feature
Mar 2, 2021 17:40:59 GMT -6
tornado1555 and corvus like this
Post by alias72 on Mar 2, 2021 17:40:59 GMT -6
Their have been many discussions regarding the system for unlocking naval artillery. I have noticed the following issues with the current system:
-Large calibre weapons unlocking early resulting in 1st gen dreadnoughts armed with 14in guns (often in 3 non-superfiring turrets)
-Unlocking redundant high calibre weapons when lower calibre weapons are in greater need.
-Missing intermediate calibres when the technology to produce such weapons should reasonably be available (12 and 14in guns but no 13 in)
I propose the following solution. Remove the existing tech system for gun unlocks entirely. Add a gun designer similar to the aircraft designer. Guns would have a few base stats such as weight, cost, range, penetration, rate-of-fire, explosive-power Players would select a focus for the gun design similar to aircraft. Some example of focus that may be used are:
-Durability (+weight -cost) Representing fewer spare barrels and refurbishment of guns over the life of the ship)
-Light-Weight (-weight +cost (-Random positive attribute at high probability)) Mostly to represent lightened mountings such as Nelson/Rodney
-Sub Calibre (-cost -range -weight) (represents guns of 0.5in smaller calibre less than the baseline)
-Ergonomic (+weight +rate-of-fire) Thinking of Nagato here
In addition there would be checkboxes for certain additions unlocked by technology such as the following:
-Quick-Firing (+rate-of-fire ++ ammunition weight) (1 piece shells only available for guns 6in and smaller)
-Dual-purpose (+HAA +cost +ammunition weight) (must also have quick-firing)
-Autoloading (+rate-of-fire ++cost +weight) (must also have quick-firing)
-High-Velocity (+range +cost (-Random positive attribute at high probability)) (mutually exclusive with low calibre)
The advantages of such a system are that the player may pursue the kind of gun most relevant to their situation. Development time and situational needs will limit the players in their earlier years preventing them from developing every gun combination possible while allowing them to invest in unique weapon systems later on. A degree of uncertainty is retained emulating the unknown success of gun development programs. Random quirks may be added that represent, amongst other things, the difficulties in developing effective autoloading and high velocity guns.
What do you think?
-Large calibre weapons unlocking early resulting in 1st gen dreadnoughts armed with 14in guns (often in 3 non-superfiring turrets)
-Unlocking redundant high calibre weapons when lower calibre weapons are in greater need.
-Missing intermediate calibres when the technology to produce such weapons should reasonably be available (12 and 14in guns but no 13 in)
I propose the following solution. Remove the existing tech system for gun unlocks entirely. Add a gun designer similar to the aircraft designer. Guns would have a few base stats such as weight, cost, range, penetration, rate-of-fire, explosive-power Players would select a focus for the gun design similar to aircraft. Some example of focus that may be used are:
-Durability (+weight -cost) Representing fewer spare barrels and refurbishment of guns over the life of the ship)
-Light-Weight (-weight +cost (-Random positive attribute at high probability)) Mostly to represent lightened mountings such as Nelson/Rodney
-Sub Calibre (-cost -range -weight) (represents guns of 0.5in smaller calibre less than the baseline)
-Ergonomic (+weight +rate-of-fire) Thinking of Nagato here
In addition there would be checkboxes for certain additions unlocked by technology such as the following:
-Quick-Firing (+rate-of-fire ++ ammunition weight) (1 piece shells only available for guns 6in and smaller)
-Dual-purpose (+HAA +cost +ammunition weight) (must also have quick-firing)
-Autoloading (+rate-of-fire ++cost +weight) (must also have quick-firing)
-High-Velocity (+range +cost (-Random positive attribute at high probability)) (mutually exclusive with low calibre)
The advantages of such a system are that the player may pursue the kind of gun most relevant to their situation. Development time and situational needs will limit the players in their earlier years preventing them from developing every gun combination possible while allowing them to invest in unique weapon systems later on. A degree of uncertainty is retained emulating the unknown success of gun development programs. Random quirks may be added that represent, amongst other things, the difficulties in developing effective autoloading and high velocity guns.
What do you think?