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Post by nobody on Jun 5, 2020 16:54:41 GMT -6
Ever wondered which gun caliber to use on a ship? In particular, are the large ones worth it? Here's an idea: Request a live fire demonstration/trial from your industry. Similar to requesting new aircraft these should take time and only one can be run at a time. They should also cost money. You would select a few guns (you have access to) and a few targets (choose belt, deck and distance for each). After a couple of month and after paying for it (choose too much and takes forever) the game present you with the results based on your tech levels. I suggest the game would generate these running the battle engine internally. Each gun would fire a number of shots (e.g. 100 to 200, depending on caliber) split over the targets and give you the result. These should contain: number of belt/deck hits and pens and total damage dealt and how long it took.
The advantages I see are: - realism and atmosphere - no need to reveal or learn how everything works internally
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Post by polygon on Jun 5, 2020 17:41:56 GMT -6
I would expand on this and let the player request gun designs, at an appropriately high cost. Historically navies absolutely did go to industry and say "hey, we need an X caliber gun, with such and such performance". It wasn't all traveling 14" Vickers salesmen.
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Post by nobody on Jun 6, 2020 1:04:16 GMT -6
That's something completely different. Game changing I would say. It would mostly remove the "you have work with the cards you have been dealt" aspect. There are simply not enough guns in the game to justify that imho. This would be different if gun length and quality were different things and gun calibers much finer graduated (e.g. in mm). Then telling the gunmaker to give a 16" instead of the 393mm cannon they just presented you with should be a thing.
I on the other hand want a tool that gives me some indication/feedback on how the game works without analyzing all the (mostly) hidden game-mechanics.
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Post by akinesia on Jun 8, 2020 22:50:58 GMT -6
prehaps a rate of fire in the gun comparisons. it would allow us to make better choices
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Post by nobody on Jun 9, 2020 2:04:36 GMT -6
prehaps a rate of fire in the gun comparisons. it would allow us to make better choices Yes, but rate of fire is not a constant and it falls under said "reveal or learn how everything works internally". And you (well I would) would also want to know how much damage hits do, and how accuracy changes etc.. I for example know, that a 20" shell should weight twice as much as a 16" shell, but does it do twice as much damage, or only 20/16 times as much? It could also be the square or cubic of those or pretty much any other value. So having an example how 100 to 200 random shots compare seem like a good idea instead.
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Post by dorn on Jun 9, 2020 2:52:05 GMT -6
William got us information that relation damage of 2 shells is power of 0.67 to their mass ratio.
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Post by nobody on Jun 9, 2020 6:45:49 GMT -6
William got us information that relation damage of 2 shells is power of 0.67 to their mass ratio. If that is true, then shell damage is proportional to caliber² - aka the size of the hole they poke in case of a pass-through hit. That's vastly disappointing in most cases to say the least.
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Post by dorn on Jun 9, 2020 11:29:34 GMT -6
William got us information that relation damage of 2 shells is power of 0.67 to their mass ratio. If that is true, then shell damage is proportional to caliber² - aka the size of the hole they poke in case of a pass-through hit. That's vastly disappointing in most cases to say the least. It is (weight of shell A/weight of shell B) ^ 0.67. Ratio of weight of shell A to weight of shell B can be approximate as cube of caliber ratio.
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Post by nobody on Jun 9, 2020 13:04:01 GMT -6
If that is true, then shell damage is proportional to caliber² - aka the size of the hole they poke in case of a pass-through hit. That's vastly disappointing in most cases to say the least. It is (weight of shell A/weight of shell B) ^ 0.67. Ratio of weight of shell A to weight of shell B can be approximate as cube of caliber ratio. Exactly. (a³/b³)^(2/3) set b to one it becomes a³^(2/3)=a² q.e.d.
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Post by mobeer on Jun 10, 2020 7:53:24 GMT -6
Having to commision gun and turret designs at a significant would be a good idea. Maybe also each different design adds to fixed maintenance costs representing the logistics of supplying different weapons.This would give the player another tradeoff in ship design - to use the ery latest tech, or to accept older but paid-for tech.
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Post by smrfisher on Jun 13, 2020 11:47:06 GMT -6
mobeer you could also have a logistic/maintenance cost benefit for fleet standard guns, like the TN 15in/42 Mk1 or USN 5in/38
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