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Nebakenezzer posted:Are you sticking to the Second World war, or are you going modern? There's a *large* break in technology between those two eras. Especially as Armor becomes obsolete, replaced with active defense systems and reengineering so ships could take a missile hit and not be impeded. That said, how the tech behaves in-game and how it was actually used historically are going to be drastically different. Like, armor will never go obsolete because the combat assumes you're going to get hit repeatedly during missions. quote:Just throwing out random ideas: quote:Another *major* change post world war 2 is that ship types get completely revised. The world war 2 era had a lot of bespoke classes for functions, (IE light vs. heavy cruisers, battlecrusiers vs. battleships, destroyer escorts vs. destroyers vs. corvettes) and this collapses into a few broad classes. quote:One thing from the era that article mentions specificlly is that all battleships save American ones had an armored 'citidel' in their design; the best quality armor surrounding the most important systems. Only America was rich enough to build the entire ship out of this high quality but very expensive armor. Thanks again! I want to include submarines as playable ships if I can manage it, but if nothing else they're always interesting to read about.
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# ? Oct 12, 2019 21:59 |
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# ? Jun 10, 2024 18:55 |
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TooMuchAbstraction posted:That said, how the tech behaves in-game and how it was actually used historically are going to be drastically different. Like, armor will never go obsolete because the combat assumes you're going to get hit repeatedly during missions. A few further thoughts: - There's lots of stuff to be done with the armour scheme and different places you can put armour, the two most important schemes for your purposes being Turtleback (German heavy ships and pre-Jutland ships of all nations) and All-or-Nothing (post-Jutland ships). There's plenty more nuance to it than that and I'm not really the guy to talk about it. - You're going to really struggle to get useful stats for main battery guns above about 20" size, but I'd fill out the odd-numbered calibres between 6" and 16" size since all saw some description of service in WW2 (7.5" on Hawkins, 9.2" in land batteries, 11" on the Twins and the Deutschlands, 13" on the Dunkerques and 15" on most British battleships, Bismarck and Tirpitz and the Richelieus). - Quad turrets were fitted with 13", 14" and 15" guns historically and frankly I don't see any reason not to allow them across the board. They let you get a lot of gun on not a lot of hull but they were all desperately finicky. - Most ships with torpedo tubes didn't carry any reloads at all, so you'll have to purchase and find space for reloads before you buy an upgrade to make the reloading faster. Mind you, in an arcadey game reloading torps is about the first gameplay concession I'd make. It's no fun blowing your load and going home if you miss. - Remember that the most important sort of missile you're going to have is the anti-ship missile, it's what necessitates the CIWS and pushes naval combat ranges out beyond visual range even without aircraft carriers. It also makes the carrier more deadly, yet more vulnerable, as each aircraft now has a significantly better chance of sinking a ship and is almost guaranteed to get home okay. These missiles can take many forms, between Penguin-style low end ones: Which are small and can be fitted to aircraft, helicopters or tiny missile boats, and huge carrier killers like the P-700 Granit: Which can only be fired from a few large vessels and carry either an explosive charge that weighs twice as much as an entire Penguin or a nuclear weapon that can annihilate a ship and anything stupid enough to be near it. Missile combat is honestly a whole other ballgame and I would advise you to put a cutoff in your game before you get to it, because it just won't work with WW2 style systems.
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# ? Oct 12, 2019 22:34 |
modern peer warfare seems boring as hell. like there’s not a lot of room between ok and completely hosed.
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# ? Oct 12, 2019 22:42 |
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TK-42-1 posted:modern peer warfare seems boring as hell. like there’s not a lot of room between ok and completely hosed. This is why stealth has been touted for decades as the Next Big Thing. There's an aphorism about modern warfare: if you can see it you can hit it, and if you can hit it you can kill it. Stealth, depending on what exactly you're talking about, tries to prevent one or both of the first two conditions there from being true.
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# ? Oct 12, 2019 22:50 |
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FrangibleCover posted:The reason armour went obsolete is not the assumption that one will never be hit, but that one will be hit so hard that no feasible amount of armour will make the blindest bit of difference. quote:- There's lots of stuff to be done with the armour scheme and different places you can put armour, the two most important schemes for your purposes being Turtleback (German heavy ships and pre-Jutland ships of all nations) and All-or-Nothing (post-Jutland ships). There's plenty more nuance to it than that and I'm not really the guy to talk about it. quote:- You're going to really struggle to get useful stats for main battery guns above about 20" size, but I'd fill out the odd-numbered calibres between 6" and 16" size since all saw some description of service in WW2 (7.5" on Hawkins, 9.2" in land batteries, 11" on the Twins and the Deutschlands, 13" on the Dunkerques and 15" on most British battleships, Bismarck and Tirpitz and the Richelieus). None of the guns in-game will be "desperately finicky"; they'll all work exactly as advertised. I suppose I could ding the multi-gun turrets on their accuracy or firing rate a bit, but I'm not sure they need a downside beyond being heavier. That's a question for playtesting. quote:- Most ships with torpedo tubes didn't carry any reloads at all, so you'll have to purchase and find space for reloads before you buy an upgrade to make the reloading faster. Mind you, in an arcadey game reloading torps is about the first gameplay concession I'd make. It's no fun blowing your load and going home if you miss. quote:- Remember that the most important sort of missile you're going to have is the anti-ship missile, it's what necessitates the CIWS and pushes naval combat ranges out beyond visual range even without aircraft carriers. It also makes the carrier more deadly, yet more vulnerable, as each aircraft now has a significantly better chance of sinking a ship and is almost guaranteed to get home okay. These missiles can take many forms, between Penguin-style low end ones: This is one of the areas in which I will be very intentionally ignoring how naval combat advanced historically. By a similar token, while enemy aircraft carriers will exist in-game, they won't be the dominant long-range attack platforms they are in reality. I feel these are necessary concessions to make the game play the way I want it to. So, anti-ship missiles may well exist, but they won't be nearly so deadly as they are in reality. Probably the way this will work out is that I'll balance them against main guns that take up a similar amount of deck space. The missiles can't miss but can be shot down; they'll probably have more limited ammo...exact numbers will of course require playtesting. TK-42-1 posted:modern peer warfare seems boring as hell. like theres not a lot of room between ok and completely hosed. I think you could make a fun game about modern naval warfare, but it'd be a very different kind of game from the one I'm making. You'd almost certainly have to do it at the strategic layer, controlling entire fleets plus aircraft, satellites, and ground-based radar systems. At the single-ship scale, it'd be a long cat-and-mouse game followed by one or both ships dying in a single shot. Thanks again, y'all! This is really helpful stuff. TooMuchAbstraction fucked around with this message at 22:55 on Oct 12, 2019 |
# ? Oct 12, 2019 22:53 |
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Harpoon (the game) is still awesome.
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# ? Oct 12, 2019 22:57 |
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TK-42-1 posted:modern peer warfare seems boring as hell. like there’s not a lot of room between ok and completely hosed. Such is the history of naval warfare: it used to be fun and games, but then some dick came up with some novel ideas like when someone invented the ram fast forward, the Greek fire or put a gun onboard or fit a loving deck, nay, several decks with guns and then they come up with more powerful guns and shells But hey, someone comes up with an idea of making a ship of steel! Hooray! Except that steel ships sink like rock when pierced...
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# ? Oct 12, 2019 23:25 |
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TooMuchAbstraction posted:None of the guns in-game will be "desperately finicky"; they'll all work exactly as advertised. I suppose I could ding the multi-gun turrets on their accuracy or firing rate a bit, but I'm not sure they need a downside beyond being heavier. That's a question for playtesting. Another thing worth talking about is belt length, the closer together you can put everything in a ship the shorter your belt needs to be to cover all the vitals and therefore you can either have a lighter ship or a thicker belt. You want to cover the propulsion spaces (boilers/engines) and the magazines, so if you have fewer turrets then you don't need as long a belt which saves you weight again and then if you put all of your guns at one end of the ship you can get an even shorter belt. The Dunkerques and Richelieus are the ultimate expression of this concept, while the KGVs have quad turrets more because the original plan of 3x3 14" made the ship unacceptably unstable, so 2x4 14" + 1x2 14" got pretty close while keeping metacentric height down. quote:I think you could make a fun game about modern naval warfare, but it'd be a very different kind of game from the one I'm making. You'd almost certainly have to do it at the strategic layer, controlling entire fleets plus aircraft, satellites, and ground-based radar systems. At the single-ship scale, it'd be a long cat-and-mouse game followed by one or both ships dying in a single shot.
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# ? Oct 12, 2019 23:38 |
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Nenonen posted:Such is the history of naval warfare: it used to be fun and games, but then some dick came up with some novel ideas on the subject of historic guns how on earth do you bore the barrel on a big bronze or cast iron gun in the 18th or 17th or 16th century? On a big naval gun I assume you have to remove several kilograms of material, like what kind of tool do you even do that with? They must have used wind or water mills or maybe mules to drive the drills, I can't imagine they had some poor sap manually doing all the labor. . .
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# ? Oct 12, 2019 23:55 |
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Torpedoes are the great equalizer: potentially giant-killers (hence when destroyers were first invented, they were called torpedo boat destroyers) but also potentially deadly to the ship using them if your damage control isn't so good. (The Japanese had the best torpedoes in World War 2, nicknamed in the west the Long Lance. They had so much explosive they sometimes ripped away whole sections of warships below the waterline, or caused a ship to sink so fast it was like it had been vaporized. On the extreme other hand, they used pure oxygen as propellant, so if the torpedo magazine took a hit, it could destroy the entire ship in one big explosion. I think if you keep asking people ITT about stuff we will subtly (or not remotely subtly) try and steer you down the route of "expressing historical truths via game mechanics.*" Me, I think exploring the armor/guided munition divide would be interesting, since it explains quite well why battleships vanished. Also keeping older ships around might produce some oddballs, like the 1980s Iowa class battleships. Bismark 1983 would be wild, as would the HMS Prince of Wales in Falklands kit *Ask us how partially thanks to pen and paper/computer games, specifically their simulation of some aspects (like armor depth and gun power) and the neglect of others (breakdowns and servicing requirements) lead to a weirdly distorted pop culture view as to who's tanks were better.
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# ? Oct 12, 2019 23:55 |
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By dinging them on weight I meant vs. a turret with fewer guns. A 4-gun turret of course is going to be heavier than a 3-gun turret. I don't have price per gun or per-turret -- once you've unlocked a part, you can build as many of them as you like for free. However, there is a "price" (in terms of research points) for unlocking the part in the first place, and it's not prima facie unreasonable to make slamming four guns into a turret more expensive to figure out than the smaller configurations. I know about armor belts; what I don't know is how to handle hits to the unarmored, non-vital parts of the ship. No HP damage, just chance of fire/flooding/stuck rudder? Actually what I may end up doing is have armor just add a flat amount of HP, and how much mass the armor demands scales depending on ship layout. So you get e.g. +100 HP per inch of armor, but how much that costs you in mass depends on where you put things. Nebakenezzer posted:Torpedoes are the great equalizer: potentially giant-killers (hence when destroyers were first invented, they were called torpedo boat destroyers) but also potentially deadly to the ship using them if your damage control isn't so good. (The Japanese had the best torpedoes in World War 2, nicknamed in the west the Long Lance. They had so much explosive they sometimes ripped away whole sections of warships below the waterline, or caused a ship to sink so fast it was like it had been vaporized. On the extreme other hand, they used pure oxygen as propellant, so if the torpedo magazine took a hit, it could destroy the entire ship in one big explosion. Torpedoes are something I'm a bit torn on. It's great to have destroyers have weapons that can let them sink bigger ships; it means I can throw those bigger ships at the player when they're still in a destroyer. I don't think I want to do "your munitions got hit so your ship exploded" as a game mechanic though, mostly because it's not really something the player can make meaningful decisions on. "If you install this weapon there's a small chance your ship will explode" doesn't strike me as a fun game mechanic. However, if I don't have that kind of counterbalance to them, then why wouldn't a player make a battleship that's all torpedoes, all the time? Especially once long-range guided torpedoes become available. Maybe it's not a problem though. quote:I think if you keep asking people ITT about stuff we will subtly (or not remotely subtly) try and steer you down the route of "expressing historical truths via game mechanics.*" Me, I think exploring the armor/guided munition divide would be interesting, since it explains quite well why battleships vanished. Also keeping older ships around might produce some oddballs, like the 1980s Iowa class battleships. Bismark 1983 would be wild, as would the HMS Prince of Wales in Falklands kit quote:*Ask us how partially thanks to pen and paper/computer games, specifically their simulation of some aspects (like armor depth and gun power) and the neglect of others (breakdowns and servicing requirements) lead to a weirdly distorted pop culture view as to who's tanks were better. OK. How did pen & paper / computer games lead to a distorted view of whose tanks were better? TooMuchAbstraction fucked around with this message at 00:04 on Oct 13, 2019 |
# ? Oct 12, 2019 23:58 |
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Quote is not edit.
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# ? Oct 13, 2019 00:04 |
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Cythereal posted:The Coast Guard also aren't part of the Department of Defense anymore. It's outrageous that they're gonna have to pay the $5 cover at the strip club of their choosing!
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# ? Oct 13, 2019 00:18 |
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TooMuchAbstraction posted:OK. How did pen & paper / computer games lead to a distorted view of whose tanks were better? Video games, as a rule, showcase tanks as being about two, sometimes three things: firepower, armor, and sometimes speed. This is a big part of the wehraboo worship of the Tiger and Panther families, and why tanks like the Sherman are often pooh-poohed. Anyone who knows some actual military history about tanks, though, knows that there's a lot more to what makes a good tank than the size of their cannon and how thick their armor is. Things like reliability, fuel mileage, off-road mobility, optics, ergonomics for the crew, etc. These things just don't come up in video games, but they were extremely important in real life, and unsurprisingly they're things that, say, the Sherman and T-34 excelled at. Video games tend to put nerds in a mentality of two tanks head to head in an open field shooting each other in a vacuum, when that scenario basically never happened in real life. Read that Best Battleships page, for example. A huge part of what made the Iowa class so good wasn't even their armor or guns (though their armor and guns were excellent), it was their speed and especially their fire control. Sure, the Yamato is a beast in a Final Destination match, but the thing was a net detriment to Japan operationally in real life and accomplished nothing except guzzling Japan's limited fuel supplies. Cythereal fucked around with this message at 00:22 on Oct 13, 2019 |
# ? Oct 13, 2019 00:20 |
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Nebakenezzer posted:I read that for a second as 'F-4 Phantom II' and then got irrationally angry at USN aircraft nomenclature I was sad when the Tomcat got canceled in part because I hoped they'd circle the numbering scheme back around to F14F
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# ? Oct 13, 2019 00:27 |
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TooMuchAbstraction posted:
...So basically, you're remaking Warship Gunner 2, but minus the goofy endgame energy weapons. That would actually be pretty awesome. Hobo on Fire fucked around with this message at 00:35 on Oct 13, 2019 |
# ? Oct 13, 2019 00:30 |
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TooMuchAbstraction posted:But where I really want to send things off the rails is with the boss fights -- I have all kinds of plans for ridiculous gigantic superweapons like flying battleships, submersible aircraft carriers, a colossal artillery piece that uses a volcano as its gun bore, etc. Oh. Oh! I'm now picturing some sort of giant robot anime but with battleships In that case I also wrote a thing on the Ratte Also, realtalk, in the 1950s the Iowa class got atomic shells
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# ? Oct 13, 2019 00:42 |
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I thought you could only fit a tiny payload into the 16" shells because of the thickness of the steel.
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# ? Oct 13, 2019 00:49 |
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Hobo on Fire posted:...So basically, you're remaking Warship Gunner 2, but minus the goofy endgame energy weapons. Warship Gunner 2 is in fact basically my design document! I want to play it again, but less grindy and on something with better resolution than the PS2...so, here we are. Nebakenezzer posted:Oh. Oh! The Ratte would fit right in if it weren't for the fact that it doesn't float. A superweapon that's a gigantic tank with floaties would be pretty funny though. Atomic shells...I kinda don't want to include atomic weapons? For similar reasons as why aircraft carriers and long-range missile strikes are downplayed, but also I don't really want the player to be thinking about the Cold War or nuclear annihilation. But yeah, I'd heard of the atomic artillery cannon, but I hadn't realized that some genius decided to put them on ships. (never mind that there'll be nuclear reactors to power your ship, those just help you go fast)
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# ? Oct 13, 2019 00:53 |
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TooMuchAbstraction posted:Torpedoes are something I'm a bit torn on. It's great to have destroyers have weapons that can let them sink bigger ships; it means I can throw those bigger ships at the player when they're still in a destroyer. I don't think I want to do "your munitions got hit so your ship exploded" as a game mechanic though, mostly because it's not really something the player can make meaningful decisions on. "If you install this weapon there's a small chance your ship will explode" doesn't strike me as a fun game mechanic. However, if I don't have that kind of counterbalance to them, then why wouldn't a player make a battleship that's all torpedoes, all the time? Especially once long-range guided torpedoes become available. Maybe it's not a problem though. So the US did actually consider this, but gunnery kept getting longer ranged, and it never was able to contend with battlecruisers. Here's one of my ship design posts: quote:Fun concepts in ship design: The Torpedo Battleship Link to more at the bottom if you have archives: https://forums.somethingawful.com/showthread.php?threadid=3731563&userid=194809&perpage=40&pagenumber=2#post464774341 The Lone Badger posted:I thought you could only fit a tiny payload into the 16" shells because of the thickness of the steel. Yes. AP shells have a very small payload, but if it's punched through the sort of armor that it takes a 16" shell to get to, it's in a small place with a lot of valuable things.
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# ? Oct 13, 2019 00:59 |
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The Lone Badger posted:I thought you could only fit a tiny payload into the 16" shells because of the thickness of the steel. That's only true of armor-piercing shells, and even then "tiny payload" is a relative term. Ships also carried high-explosive ammunition.
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# ? Oct 13, 2019 01:00 |
"Tiny" is relative. The 1900 pound HE shell from a 16" had 193 pounds of explosive filler. This is similar to the amount of explosive in a Mk 82 500 pound bomb, but the extra kinetic energy will have an effect on harder targets, and fragmentation will be greater. As for the nuclear shells, they only needed about 100 pounds of fissionables and some explosives to generate the blast, which the 16" shell could handle easily.
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# ? Oct 13, 2019 01:01 |
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Cythereal posted:Video games, as a rule, showcase tanks as being about two, sometimes three things: firepower, armor, and sometimes speed. This is a big part of the wehraboo worship of the Tiger and Panther families, and why tanks like the Sherman are often pooh-poohed. It wasn't just the games. There's a great old war movie called "The Tanks are Coming" (1951), written by Sam Fuller. It follows the adventures of a Sherman crew in France and it's got all the greatest hits: 88s, the Sherman has inferior armor and armament compared to the German tanks, every German tank is a tiger, and the crew upgrades to a Pershing by the end of the film and takes on a Tiger head to head and wins. There's even a scene where a junior member of the crew, while suffering from shell shock, goes to the rear to talk to the general and explains to him how deficient the US tanks are. Being made in 1951 it has a lot of period correct equipment, and is a lot more fun to watch than Fury. https://www.youtube.com/watch?v=s6IAFYQHmwA
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# ? Oct 13, 2019 01:02 |
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# ? Oct 13, 2019 01:06 |
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So who are the Avengers after this time?
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# ? Oct 13, 2019 01:17 |
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xthetenth posted:So the US did actually consider this, but gunnery kept getting longer ranged, and it never was able to contend with battlecruisers. Thanks for the reading! EDIT: thinking about it some more, I suspect that by the time the player is tooling around in a battleship, they're going to find that the main guns they can mount are more convenient for taking down large groups of enemies vs. trying to line up torpedo shots. Non-tracking torpedoes are tricky to hit with outside of very close range, and players will probably want to be doing damage before they get that close...so they'll have plenty of big guns on the ships anyway. If they want to put some torpedoes on too, I guess that's not a problem. Here's one of my ships from the Warship Gunner 2 postgame: Why yes, that is two battleship hulls welded together, with 10 100cm cannons bolted to the deck. TooMuchAbstraction fucked around with this message at 01:32 on Oct 13, 2019 |
# ? Oct 13, 2019 01:26 |
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Ok you have my attention, how much will it cost for me to equip an entire fleet based on this idea
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# ? Oct 13, 2019 02:31 |
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For an example of a design flaw that doesn't translate into gameplay, look at the Panther tank. It was a 45-tonne tank with a drivetrain designed for a 30-tonne tank, which meant it was ridiculously vulnerable to breaking down. It broke if the tank made a sharp turn on rough terrain, it broke if the driver switched gears while going downhill, it broke if the tank went 100 kilometres without being checked by a mechanic. But in a video game that doesn't simulate that, the Panther's heavy armour and gun make it an objectively superior tank even though its weight was the thing making it unreliable . You should take care not to spread similar myths, although you're not trying to make an accurate simulator. For instance, to not neglect the very real risk of ammunition explosions, what if you had a "critical hit" system? Installing an armour belt would reduce the chance of a critical hit against the player, and installing a bunch of torpedoes would raise that chance. A critical hit could take out a chunk of the player's health, but spectacularly blow up an enemy ship. For another example, to show the importance of fire control, the player could have a fire control system that gives them an aiming reticule, and losing the system would make them lose the reticule.
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# ? Oct 13, 2019 02:37 |
Now we can face Leviathan at last.
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# ? Oct 13, 2019 02:54 |
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Radar guided firepower is a major deal in World War 2 as well. One reason why the American battleships become such overdogs compared to other nations is that they had great radar, and fire control computers that could plot accurate firing solutions while manuvering. Ever radar guided AA cannon was a large deal. It comes online during the Guadalcanal naval battles, and very suddenly the Japanese Naval air units are taking hideous casualties just from AA. TooMuchAbstraction posted:The Ratte would fit right in if it weren't for the fact that it doesn't float. A superweapon that's a gigantic tank with floaties would be pretty funny though. um hello my article has that, Rattes made more practical via pykrete boat hull addons?!
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# ? Oct 13, 2019 03:00 |
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One fictional example of how on-paper numbers vs actual circumstances is Battletech, where a lot of mech designs reference the reliance on energy weapons for long or sustained field operations versus projectile weapons which generate less heat and can thus be fired with less heat management, etc. I was never part of the tabletop crowd but these considerations basically have a variety of impact on the video games. In particular, the recent Battletech strategy game by HBS are just individual missions. While the campaign does have a few missions where you have no time between missions to repair and rearm, the procedurally generated missions don't. I haven't kept up with it but I hear one of the later DLCs does include more missions that won't let you resupply between missions, another element that's often lost in these games is the idea of a lighter formation of vehicles/mechs as recon. Because the player is usually just commanding a group of four mechs and are immediately dropped into the battle location, there's rarely any reason not to deploy with your heaviest/most combat-capable mechs. The fiction of Btech likes to emphasize more diverse formations and deployments rather than just big heavy slugging matches, but when a game just depicts the short lead-up to a fight and the fight itself, big heavy slugging matches tend to be all you get. Personally I'm curious at certain, uh, numbers. That is, if you lined up all the panzers of the western front and just had them square off against Shermans as they streamed in, would they run out of ammunition/useable equipment before the next shipment of Shermans arrives?
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# ? Oct 13, 2019 03:20 |
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Chamale posted:For an example of a design flaw that doesn't translate into gameplay, look at the Panther tank. It was a 45-tonne tank with a drivetrain designed for a 30-tonne tank, which meant it was ridiculously vulnerable to breaking down. It broke if the tank made a sharp turn on rough terrain, it broke if the driver switched gears while going downhill, it broke if the tank went 100 kilometres without being checked by a mechanic. But in a video game that doesn't simulate that, the Panther's heavy armour and gun make it an objectively superior tank even though its weight was the thing making it unreliable . And even that nice gun is directly impacted by another flaw that very few games include: the gunner is looking at the world through a drinking straw as he has no 1x sight, and the commander can't override the turret traverse and so has to call out instructions to the gunner until the gunner can see the target in his sights.
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# ? Oct 13, 2019 03:31 |
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One thing about games vs. reality is that sometimes one side gets big advantages, and that's typically the winning side
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# ? Oct 13, 2019 03:35 |
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bewbies posted:crosspost from the baseball thread: I watched this video and its pretty cool. I've followed the Todd's Workshop channel for a bit and it always posts good content. Things that surprised me were how easily the arrow pierced both chain mail and a padded jack. Someone just wearing that equipment would clearly be at major risk to arrows. Also noteworthy were how much force arrows retained after striking a chest piece and glancing off. Thinking about how bows were used in the medieval period I knew they were usually used in direct fire and shots into the face or other gaps in the armor were the primary way they killed or injured, however I always had a bit of a hard time believing it was possible to reliably hit such small targets in actual combat environments. However this video makes it clear you didn't have to be that precise. It's enough to aim at the center of mass. Even if you hit an impenetrable piece of armor there's a good possibility the arrow will deflect into something more vulnerable. It's also cool to see how the armor was obviously designed with this vulnerability in mind and incorporated clear countermeasures to deflect shots away from the body.
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# ? Oct 13, 2019 04:56 |
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Squalid posted:I watched this video and its pretty cool. I've followed the Todd's Workshop channel for a bit and it always posts good content. One of the coolest things about that video for me was learning that breastplates had differing thicknesses, much like tanks, thicker at the center, and thinner at the sides where the curve would redirect blows.
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# ? Oct 13, 2019 05:00 |
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My understanding of chain armor is that it's intended to stop cutting blows, not piercing ones. The links do OK when force is distributed across all of them, but they're individually weak, so an attack that focuses force into a small area is liable to break things. If an arrow, or a stiletto / bodkin, hits chain, there's good odds it'll punch through.
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# ? Oct 13, 2019 05:02 |
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Squalid posted:on the subject of historic guns how on earth do you bore the barrel on a big bronze or cast iron gun in the 18th or 17th or 16th century? On a big naval gun I assume you have to remove several kilograms of material, like what kind of tool do you even do that with? They must have used wind or water mills or maybe mules to drive the drills, I can't imagine they had some poor sap manually doing all the labor. . . Here’s a charming video from the seventies that covers this. https://www.youtube.com/watch?v=e60CAAAhshI
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# ? Oct 13, 2019 05:07 |
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This design is terrible! Not only would the hanger spaces be compromised by the turret spaces (And anything on the flight deck would be blasted off any time the guns fired, significantly reducing the number of aircraft carried), but the smoke from the stacks would interfere with landing aircraft and make recovery extremely difficult, if not impossible (see also the HMS Furious) this fantasy carrier is completely unrealistic, 2/10, see me after class
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# ? Oct 13, 2019 05:09 |
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O.K. but what if we put turrets on the outside?
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# ? Oct 13, 2019 05:14 |
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# ? Jun 10, 2024 18:55 |
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I got an idea! ...which I might actually use if the animation isn't too painful. Use electromagnets to hold any airplanes down to the flight deck, then spin it about the long axis to reveal the guns that are cunningly mounted to the underside! Fire the guns, then while they're reloading you spin everything back to the flight deck side and get some more planes in the air. It shouldn't take more than, what, fifteen seconds to launch an airplane? Twenty?
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# ? Oct 13, 2019 05:19 |