![]() (Just as we make other ship classes work, by artificially inflating stats, adding a fantasy HP stat, and more.) But don't worry, relax, subs will never enter the game.Īs for the dmg comparison to dds, how do you think dds repair their engines within seconds, when in rl a blown boiler in a twin boiler setup would require a return to port? The game is a fantasy, the only historical accurate (mostly, Monarch.) elements are the ship's models, not their capacities. If we wanted to make subs work in game, we could, quite easily. Flooding even one compartment could sink the entire ship, the very definition of a "One Hit Wonder." Poke even a relatively small hole in the PRESSURE HULL and the compromised compartment begins losing buoyancy reserve and the ship may become unable to drive itself to the surface. ![]() Poke even one significant hole in a ballast tank and you reduce the amount of buoyancy that sub can regain by "blowing" the water out of that tank. A submarine submerges by REDUCING that buoyancy reserve. Lert is that a copy/paste job from last weeks sub posting?ĭarth, how familiar are you with submarines of the era? Compared to surface ships, even the smallest destroyer has far more reserve buoyancy which makes up a significant portion of the hit point pool. " But WT has submarines and they work just fine!" Under the leadership of her fearless skipper, Captain Gene Fluckey, the Barb sank the greatest tonnage of any American sub in World War II. So in short, submarines would be un-fun to play in this game, un-fun to play against, require significant rework of the entire game engine and assets, don't work in fleet operations, introduce more problems than they solve and try to fill a game play style that already exists, only worse in every single way. Submarines are a fraction of the tonnage of even the smallest destroyers, and since tonnage for the most part dictates hitpoints, submarines would be a one-shot for just about everything else afloat WG already can't properly balance four ship types and you want to add a fifth that plays entirely differently? ![]() Capping mechanics are very problematic when you need to account for submarines There is no map geometry under water in this game, so every single map would need to be remade Ships that slow are not fun to play especially since everything else is way faster, up to three or four times as fast Good luck getting your submarine in position when every other ship at tier goes faster, with the most famous and numerous submarines being slower submerged than the slowest ship currently in game Destroyers already fill the stealthy torpedo hunter niche in this game, so submarines would be superfluous They were commerce raiders, not fleet combatants. Submarines weren't used in fleet operations, like what this game is about. Historical background After the end of the Cold War, the objectives for the US underwater fleet were no longer the same. WT's submarines are in a sub-vs-sub game mode only from what I've seen The American Virginia-class multipurpose nuclear submarines are some of the most advanced underwater nuclear-weapon platforms in the world and in the new game Silent Thunder.
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