Post by monstrum on Aug 21, 2021 15:16:39 GMT -6
Here is a list of suggestions about a aircraft rework I would like to see regarding a system that can be implemented in improve aircraft development.
firstly a menu overhaul
Aircraft types - biplanes, monoplanes, jets
Replace the current bombload system of (light, medium, and heavy) with three different "payloads" which should include things like - unguided bombs, airdrop fuel tanks, rockets, torpedo's, AAMs, ASMs, kamikaze, depth charges, or nothing
more information about the planes with columns for carrier capability and Helipad Capability
CVL capability~ 'No' 'Catapult Only' 'Yes'
CV capability~ 'No' 'Catapult only' 'Yes'
Helipad capability~ 'No' 'Takeoff Only' 'Landing Only' 'Yes' *note that takeoff only means it still needs a flight deck to land* *note that landing only means it needs a flight deck to take off*
A column for the trait system mentioned below
Secondly aircraft should get a trait system
Aircraft should be given traits which can appear on them. These traits should impact the performance, carrier capability, and payload of the craft. These don't have to always give positive value to the craft, Large size could give a plane increased range and larger payload but make it CVL incapable. Certain traits can be gated behind research and current year. Example: a fighter might be given a "bomb catapult" trait allowing it to dive bomb like a dive bomber after a tech has been researched.
There should be a divide between
"General traits" - available on all planes
"Aircraft type traits" - depend on whether a plane is a Biplane, Monoplane, or jet. (no missile pylons on biplanes)
"plane role traits" - traits depending on if the aircraft role is Seaplane, flying boat, fighter, torpedo bomber, dive bomber (no quad engine seaplanes)
Example of general traits would be
Radar - allows planes to have radar (and give radar lock) to detect ships and other planes, Maintenance cost +25%
Increased fuel storage - maximum range + 20, maximum speed - 20, CVL capability -1 ('Yes' goes to 'Catapult Only' goes to 'No')
Kamikaze - allows for the kamikaze payload type to be used (Japanese only?)
Example of aircraft type traits
Biplane ~ enclosed cockpit - toughness +1
Biplane/monoplane ~ Powerful piston engine - Maximum speed +30, maximum range +30, maneuverability + 1, maintenance cost +35%
monoplane ~ Adjustable-Pitch Propeller - maneuverability +2, maintenance cost +10%
Monoplane/Jet ~ Cannon - +2 firepower, -1 maneuverability, maintenance cost +5%
jet ~ supersonic - Maximum speed +100 , maintenance cost +200%
How the traits should be distributed
I have two ideas for how the traits should be distributed to the planes
"Point based random" or "aircraft companies"
point based random
the easier of the two to implement, This system would involve each trait costing a certain amount of points, depending on the year the aircraft type would be given a certain amount of points, the traits will be randomly picked until there are no more points.
Pros: probably easy to implement with the current system (might not work if they are redoing the system in the new DLC)
Cons: relies on randomness/little player control
Aircraft companies
I'm suggesting a highly complex system here, might be outside the scope of the game or can only be applied to the player and not the AI
Replaces the current system of requesting aircraft and receiving random values. The player will have 4 different aircraft companies for any nation they play. At the beginning of aircraft development, they will work similar to the system we currently have in place, with each company randomly generating aircraft and submitting it to the player upon request. However the first change would be a new tech tree system. Similar to the development of naval guns each trait will have multiple qualities. Example being Increased fuel storage II. However this differs from naval guns as each of the companies will have access to this tech tree for themselves to research. When the player researches a tech say, torpedo bombers, the companies will all get the tech, however, when a company researches a tech, the other companies and player will not get the tech (note that companies will choose what tech to research while the player will still be random). This allows the different companies to provide unique planes from each other. This can be further added onto by a Feedback system
A feedback system can be developed in which when a player chooses a plane over another when requesting it, the player is able to pick ONE feature that they want the company to keep focusing, whether it be speed, carrier capability, and individual traits which will broadly influence what the company presents/researches such as above average speed or a specific trait. For all of the planes that were not chosen, the player picks ONE feature they didn't like about the plane compared to the one that they chose. If the player picks a stat like speed or range, the company will compare the losing plane to the plane that one, if the speed is slower compared to the chosen one they will attempt to increase speed in further attempts. If the player picks a trait that they don't like, the company will avoid research and attempt to avoid it in their future designs.
Pros: allow the player to tailor their aircraft by having companies focus on different designs. Company A can be built to focus on fighter research while company B can be made to focus on basic jet technology
Cons: hard to implement due to the nature of making a new tech tree just for aircraft parts like Increased fuel storage I, Increased fuel storage II, Increased fuel storage III. Likely can only be implemented for the player as it might be taxing with the new nation limit in the expansion coming up.
firstly a menu overhaul
Aircraft types - biplanes, monoplanes, jets
Replace the current bombload system of (light, medium, and heavy) with three different "payloads" which should include things like - unguided bombs, airdrop fuel tanks, rockets, torpedo's, AAMs, ASMs, kamikaze, depth charges, or nothing
more information about the planes with columns for carrier capability and Helipad Capability
CVL capability~ 'No' 'Catapult Only' 'Yes'
CV capability~ 'No' 'Catapult only' 'Yes'
Helipad capability~ 'No' 'Takeoff Only' 'Landing Only' 'Yes' *note that takeoff only means it still needs a flight deck to land* *note that landing only means it needs a flight deck to take off*
A column for the trait system mentioned below
Secondly aircraft should get a trait system
Aircraft should be given traits which can appear on them. These traits should impact the performance, carrier capability, and payload of the craft. These don't have to always give positive value to the craft, Large size could give a plane increased range and larger payload but make it CVL incapable. Certain traits can be gated behind research and current year. Example: a fighter might be given a "bomb catapult" trait allowing it to dive bomb like a dive bomber after a tech has been researched.
There should be a divide between
"General traits" - available on all planes
"Aircraft type traits" - depend on whether a plane is a Biplane, Monoplane, or jet. (no missile pylons on biplanes)
"plane role traits" - traits depending on if the aircraft role is Seaplane, flying boat, fighter, torpedo bomber, dive bomber (no quad engine seaplanes)
Example of general traits would be
Radar - allows planes to have radar (and give radar lock) to detect ships and other planes, Maintenance cost +25%
Increased fuel storage - maximum range + 20, maximum speed - 20, CVL capability -1 ('Yes' goes to 'Catapult Only' goes to 'No')
Kamikaze - allows for the kamikaze payload type to be used (Japanese only?)
Example of aircraft type traits
Biplane ~ enclosed cockpit - toughness +1
Biplane/monoplane ~ Powerful piston engine - Maximum speed +30, maximum range +30, maneuverability + 1, maintenance cost +35%
monoplane ~ Adjustable-Pitch Propeller - maneuverability +2, maintenance cost +10%
Monoplane/Jet ~ Cannon - +2 firepower, -1 maneuverability, maintenance cost +5%
jet ~ supersonic - Maximum speed +100 , maintenance cost +200%
How the traits should be distributed
I have two ideas for how the traits should be distributed to the planes
"Point based random" or "aircraft companies"
point based random
the easier of the two to implement, This system would involve each trait costing a certain amount of points, depending on the year the aircraft type would be given a certain amount of points, the traits will be randomly picked until there are no more points.
Pros: probably easy to implement with the current system (might not work if they are redoing the system in the new DLC)
Cons: relies on randomness/little player control
Aircraft companies
I'm suggesting a highly complex system here, might be outside the scope of the game or can only be applied to the player and not the AI
Replaces the current system of requesting aircraft and receiving random values. The player will have 4 different aircraft companies for any nation they play. At the beginning of aircraft development, they will work similar to the system we currently have in place, with each company randomly generating aircraft and submitting it to the player upon request. However the first change would be a new tech tree system. Similar to the development of naval guns each trait will have multiple qualities. Example being Increased fuel storage II. However this differs from naval guns as each of the companies will have access to this tech tree for themselves to research. When the player researches a tech say, torpedo bombers, the companies will all get the tech, however, when a company researches a tech, the other companies and player will not get the tech (note that companies will choose what tech to research while the player will still be random). This allows the different companies to provide unique planes from each other. This can be further added onto by a Feedback system
A feedback system can be developed in which when a player chooses a plane over another when requesting it, the player is able to pick ONE feature that they want the company to keep focusing, whether it be speed, carrier capability, and individual traits which will broadly influence what the company presents/researches such as above average speed or a specific trait. For all of the planes that were not chosen, the player picks ONE feature they didn't like about the plane compared to the one that they chose. If the player picks a stat like speed or range, the company will compare the losing plane to the plane that one, if the speed is slower compared to the chosen one they will attempt to increase speed in further attempts. If the player picks a trait that they don't like, the company will avoid research and attempt to avoid it in their future designs.
Pros: allow the player to tailor their aircraft by having companies focus on different designs. Company A can be built to focus on fighter research while company B can be made to focus on basic jet technology
Cons: hard to implement due to the nature of making a new tech tree just for aircraft parts like Increased fuel storage I, Increased fuel storage II, Increased fuel storage III. Likely can only be implemented for the player as it might be taxing with the new nation limit in the expansion coming up.