Aircraft Carriers - WT Discussion

It might be possible to combine your 1.type and 2.type implementations:

If you don’t remember the Imminent Breakthrough event that ran last year, it featured a command vehicle ( the Sturmtiger ) fighting alongside two groups of AT guns and one of AA guns. These could fight independently, though they were largely ineffective when doing so. There was also the option of switching to control a random member of one of the three groups directly, as if it were a player vehicle.
Something similar to that might allow the player of an Aircraft Carrier to perform direct piloting duties like catapult seaplane users do, while also making it possible to manage multiple aircraft to the target and their own ship at once. Single Missions like Retaliatory Strike show it 's already possible w/in the game framework to lead a group of aircraft while in control of one, after all. The " Directional " and " Circling " commands seem like analogues to our current weapon-group target selection and seaplane orbiting, nice ideas !

For aircraft loadouts, it might get very complex if the player must select the loadout in use for each of their individual planes. Might be more straightforward to have groups of say, four of one model of aircraft, w/ a preset loadout. Something like " F3F-2/clean, F3F-2/bombs " for fighters, and " TBD-1/bombs, TBD-1/torpedo " for the bombers. Then the player need only select how many groups of an aircraft type w/ a provided loadout they want to carry, w/in the limits of how many their ship has onboard. Sort of like the shellcount slider, or perhaps the loadout selector on Aircraft since most AC 's will still have guns and the associated menu to select ammo. Also would allow flexibility for carriers which have the capability to operate more than one kind of fighter or bomber.

Certainly agree that a player carrier absolutely must have the capability to rearm a friendly Aircraft player, it 's a necessity if they’re to fit WT !

Ah, it 's this post again ! Nature is healing :)

Though I would personally like to see more control possible from the TPS camera than a menu - I find I’m spending too much time in the bino view as is !

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IJN Akagi

The second Japanese carrier to be built, by conversion of an incomplete battlecruiser which became non-compliant to the 1922 Washington Treaty terms ( which would also lead to the much smaller Ryujo 's construction ). Served as the flagship for the Pearl Harbor attack force, and ultimately would not outlive it 's predecessor Hosho - Akagi was sunk at Midway.

IJN Zuikaku

The second and final member of the Shokaku-class, this carrier would prove to be the longest-lived of those who participated in the Pearl Harbor attack: surviving until October of 1944.

All LQ carriers I’ve shared to this point have been replaced by an HQ IJN Shokaku, sistership of Zuikaku and lead of her class

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Though there was advance notice HQ carriers would be coming: a playable version of IJN Zuikaku along w/ other carriers was datamined for War Thunder: Edge( but Lexington CV-2 and HMS Illustrious are the ones of those which have since appeared here to replace LQ models - more on them later ) and IJN Shokaku had previously appeared in Darkflow 's Enlisted

where, as an aside, it 's antiaircraft complement is shockingly accurate. I’ve seen them kill paratrooper transports exiting on the edge of the playable area - appearently w/o the benefit of time-fuze on their 127mm, if the killfeed message is to be trusted.

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USS Wasp(CV-7)

Entering service shortly before the outbreak of WW2, this carrier had little time to fight before it met it 's fate at Guadalcanal - concessions made to it 's protection scheme w/ regard to Treaty conditions on warship tonnage proved fatal.

This is the last low-poly carrier to not have a high-poly counterpart, in WT or a related game.

HMS Illustrious(87)

Lead ship of her class, this carrier fought in the Mediterranean, then Indian Ocean, then Pacific, and became a training and trials ship post-war. Though this low-detail model has mostly been replaced by the high-detail one from War Thunder: Edge, it remains in use on the French Hydroplane testdrive - atleast for the time being.

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USS Lexington(CV-2)

Second aircraft carrier of the USN, built by conversion of a partially-complete battlecruiser. Had mounted a very heavy gun battery for a carrier for most of it 's service, since there were still doubts abt the ability and effectiveness of aircraft as an offensive nd defensive armament.

While the High Quality model which replaced this one hails from War Thunder: Edge, the one which introduced sistership USS Saratoga(CV-3) to WT came from Darkflow 's Enlisted ( and appeared in the devblogs to neither, instead IJN Shokaku got extra images ¯\(ツ)/¯ )

Ingame, Lexington is represented as being in her last refit which retained the 8in guns
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while Saratoga is in a later one, now using 5in 's as primary armament
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This is the last low-poly carrier, USS Enterprise(CV-6)

The second member of the Yorktown-class, and the only one to survive to the end of the war. Received the most battle awards of any USN ship of WW2.

Her silhouette appears as the representative of the Aircraft Carrier on the WT Wiki page for AI Ship 's Damage Models

The HQ model which replaced this LQ one is unusual in being the only HQ carrier to not have appeared in another game before implementation to WT. An image of that model is also used in the OP of this thread :)

The LQ model was also used to represent sistership USS Yorktown in the " Counterattack " mission
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Yorktown provides the squadron whose livery the TBD-1(1938) bears ingame

Though the unimplemented TBD-1(1937) 's livery is one employed by the squadron aboard USS Lexington - abt four years too early for the form the ship is now represented ingame as using ( image from Michal9787 's archive on WTLive )

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You’ve heard me speak abt Carriers which previously appeared in War Thunder: Edge in my previous posts, now here they are !( https://forum.wttr.net/d/254-war-thunder-legends-guncelleme-ile-gelecek-gemiler )

If you don’t want to go picking through all the ships, the ones present in it were:

HMS Illustrious
IJN Kaga
USS Lexington
USS Essex
HMS Implacable
IJN Zuikaku
USS Forrestal

As mentioned above, this was where USS Lexington(CV-2) and HMS Illustrious(87) were first discovered to have new detailed models.
Obviously USS Forrestal(CVA-59) had appeared here first, as did the majority of non-carrier vessels in that initial selection. And perhaps not surprising that model has the capability to be reused as a playable vehicle built in, more on the finds relating to that later.

In War Thunder Mobile, which superseded WT:E as the publicly available Beta, initially none of these carriers were present. But in it 's 0.7.0.30 minor update, USS Essex(CV-9) was readded to the ingame economy, though it remained unavailable. The other carriers probably are not too far behind, and will likely see similar initial implementation in WT to the ones which have appeared here in the time since this find - w/o them there still aren’t enough HQ models to replace the LQ British and Japanese groups that appear in the Air and Naval Random Battles modes in a one-to-one fashion.

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Here 's what I meant abt the new carriers showing signs of being reusable as player vehicles: discovered that their internal modelling goes beyond what 's used or needed for another AI target vessel type. It 's especially obvious on the Jet Aircraft Carriers:

USS Forrestal(CVA-59) has ammo storages not only for it 's guns, but also non-associated racks ahead of and behind her machinery
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A little tame compared to what 's on the other two, but interesting nonetheless since of these she 's the ship which appeared in WT Mobile.

On the devserver ahead of modern carrier implementation in update " New Power “, Forrestal had an interesting( but ahistorical ) combination armament of 5” guns at the rear and a single octuple launcher for Sea Sparrow beside the catapults. The latter was removed before update release, but the textures for it still exist in the files, and it 's still visible in the loading screen/wallpaper featuring the ship.
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HMS Ark Royal(R09) also has ammoracks, which is a little unusual since the refit she 's represented in did not have any gun armament !
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As w/ Forrestal above( but more prominently on Ark Royal due to the gunlessness), these seem to be representing storage for aircraft armaments rather than being for the ship 's own weaponry. Somehow I doubt that chaff charge reloads would take up so much internal space.

Ark Royale in this fit is something of a strange choice as an in-match airbase, isn’t it ? From it 's implementation until the helipad AA changes it was the only after-landing repair/reload point which provided no defense for the player using her - and unlike helipads she 's located some distance from the objectives area of the maps where she appears.

Pr.1143.4 Baku has a completely opposite situation to Ark Royal - possessing more armament than guns
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In addition to scattered storages for the CIWS turrets, there 's also large non-associated ammoracks between the fuel tanks. But the meat of Baku 's unusual features lies ahead of the bridge: it 's AShM launch tubes and antisubmarine rocket launchers are modelled, just like it 's conventional armaments. The antisub RL 's even have their reload racks
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As an AI unit ( which only appears in test flights for a select few aircraft atm ) it doesn’t have a reason to need either to be modelled, it’ll never have a use for them there.

It 's more difficult to show associated/non-associated ammo on the WW2 carriers, their denser layout and more numerous AA weapons makes them difficult to distinguish. Though as USS Lexington(CV-2) 's model borrowed from WTM shows here, Aircraft Carriers have wielded notable armaments regardless of anything I’ve been talking abt
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I’d like to see angled deck Midways in WT.

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I’ve just gotten new info on the state of carriers in WTM
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You might be in luck for that.

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From discussions on similar topics before, you are probably familiar w/ the position that catapult seaplanes are similar in function to how Aircraft Carriers might operate planes in WT.

WTM 's USS Essex(CV-9) ( link broke, this one will work USS ESSEX(CV-9) )has operable aircraft as implemented now, using what appears to be an extend version of that mechanic. While that game differs mechanically in several respects to here in WT it 's possible that Carriers might find similar implementation here as there( remember the player-usable hangar technician from last fall ? Fully an Enlisted Moscow Assaulter, down to having provision for the PPD-34 submachinegun in it 's code. )

Even if not, it 's a starting point for discussion. So lets start !

First off, ships which launch aircraft are required to have this tag:
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Doesn’t matter if they only have a single catapult plane or many, this is required for them to be able to trigger it 's use.
However, Essex is unique in also having the " airfield " tag, which seems to be generally used on maps rather than vehicles.
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The " "catapultx " lines are also present here in WT, on AI aircraft carriers.

ship_wtm+aircraft_carrier allows the player to make use of aircraft_carrier_unit_input.das, which appears to trigger the aircraft launch when the number of available aircraft is greater than zero, and appearently after enough time has elapsed from the prev launching. It also seems to provide for switching between the plane and the ship.
All very familiar catapult plane mechanics.

However WTM expands on these: _unit_input also seems to have triggers for changing between launched aircraft, directing a group of aircraft to attack a target, and telling the aircraft to return to the ship.

This is further supported by the contents of " currentweaponstates.nut " and " weaponsbuttonsconfig.nut ", the former seems to direct the presentation of the player HUD, incl. up to four " support aircraft " buttons on along w/ the other weapons controls any ship has access to, and the latter describes the action each button performs. It appears that aircraft groups can be launched and directed to return independently of one another, but only one group attack command can be made at a time. The aircraft switch key is probably related to that.

About those aircraft groups, Essex replaces the " “supportPlane” " line found on other ships, here 's Bismarck 's:
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w/ a " “supportPlanes” " line, and much extended description of the aircraft w/in:
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From this, we can see that it 's multiple aircraft which can be launched together, and how they’re grouped: torpedo-bomber, bomber, and fighter. I can’t say for certain, but the " “size” " line only appearing w/ Essex 's aircraft seems to mean multiple aircraft groups of a given class can be carried. The B7A2 being it 's torpedobomber is likely an error, the SB2C-1c and TBF-1 are already in the files of WTM.

The formations and launching seems rather similar to what AI AC 's can do in some Historical Campaign missions here in WT, I’ll have to see if I can get some footage showing that.

These textures seem to be the ones used by the switch to group buttons
imageimageimage

Ofcourse, since Essex isn’t available for player use yet all of this could change drastically before we see her in action.
We’ll have to wait and see if any of this is relevant to WT later, but it 's still useful to have something directly comparable codewise now - we’ve got something to be on watch for !


Related to this, the gun used by Midway in her earlier fits has now appeared in the files:
image-1

Still possible she might appear in an angled-deck fit, but less so for the later ones.

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So if i read your post correctly essentially we sre starting to see how carrier will be able to handle squadrons and launch aircraft?

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Sort of: For WT Mobile almost certainly, since that 's where this is originating from. There 's still the chance of any of/all this being reworked before USS Essex and the other Carriers become available for play there, but the more magnitude we can imagine it changing by the less likely that will actually come to pass.

For WT directly it 's a little more complicated, the two games run on a similar framework( or atleast the parts we can see do ), but still have significant differences due to the different requirements and intent for gameplay between them.
While it 's possible the mechanics for Aircraft Carriers to employ their aircraft could be translated from WTM to WT almost wholesale, like the above-mentioned hangar mechanic/Enlisted Assaulter, in my opinion it 's safer to look at WTM 's take on AC 's as a guide for the general intent of game mechanics which may appear here later that we should be watching for, as they might herald w/ them the introduction of playable Carriers( or at the very least, the use of multiple launched aircraft at once - many ships already present here could employ something like that ).

Even if it turns out to have no similarity later, it 's still useful to discuss now as possibly the closest analogue to how AC players might employ their aircraft here, being developed by a devteam just-outside-the-house of ours.
A surer bet is on the specific vehicles which would employ these mechanics, since we’ve previously seen them shared both ways between both games. But that 's not your question at hand.

In short, this is almost certainly how Carrier air groups will work in WT Mobile - it 's more likely that the mechanics here in WT would just have similar qualities to theirs rather than being the same, so it 's most useful as a hint of what to be watching for.

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The WT Mobile indeed provied a lot of interesting informations. Of corse the CVs are long way evay because of the gameplay but I really think the CVs could be implemented with no major modifications to existing mechanic.

With all the new info and especially the progress made from the 2016 I decided to ponder how the CVs could look like based on the new knowlege this is what I have comeup with.

New CV gameplay idea based on the new knowledge

The first thing that needs to be said is that for CVs to be implemented current gameplay/objectives should change since currently the game isn´t able to acomodate the CVs.
Another thing which must be considered is vehicle and nation balance so the CVs can not be too powerful and the loss of planes should have serious SL consequences.

Looking at the current in game mechanics and the gameplay contrains. I believe that best approach is to allow CV player comand limited amount of planes in several squads and then give the player ability to take control of one of the squads for attacks against the surface combatans. Since this approach would both limit the damage output and give player to prepare and perform several tasks and objectives simultaneously.

The gameplay would basically combaign both old and current WOWS style CV gameplay.


In battle the CV player would have acces to up to 3 different types of squads to which player could assign numbers of planes based on their preference in same way as with ammo for guns.
EDIT As with ammo they could decide to carry less then the 3 different types or not to carry all planes. The selection of the planes would depend on the researched modification so the fully spaded CV would have acces to more options then just one dive bomber, one fighter and one torpedo bomber.

For example in case of the USS Saratoge I though about these options:

  1. F4F Wildcat with no suspended weaponry
  2. F6F-5 Hellcat with no suspended weaponry
  3. F6F-5 Hellcat with Tiny Tims
  4. TBD-1 Devastator with Mk. 13 torpedo
  5. TBF-1C Avenger with Mk.13-6 Case Torpedo
  6. Maybe TBF-1C Avenger with 2000 lb bomb
  7. SBD-3 Dauntless with 2 x 100 lb and 1 x 1000 lb bombs

From these seven the player would choose up to three.
But even if player chooses the F6F-5 and F6F-5 (Tiny Tim) the numbers wouldn´t be interchangeable between these two.

Like this

End of edit

The CV would also have new “weapon control group” replacing the main battery with “aircaft command”. There they would have acces to launching the 3 different squads, command view and switching between squads.

The command view would be the main way how to command the plane squads.

Command view

  • On the left, next to the the DM view is an overview of the state of the aircraft complement showing destroyed, rearming/repairing and ready for flight planes divided into the 3 types the player chose.

  • Above the DM view is the deck/hangar overview. Which displays the progress of launching and landing of the squads. This action would take time based on the number of lifts, plane catapults the deck arresting gear and deck layout.

    For example in case of the USS Saratoga used in the example she has only one elevator which will slow down the deploying of the planes to the deck / from the deck. But she has two aircraft catapults so the lanching will be quite fast.
    And as all WW2 carriers she has straight flight deck so she can´t land and launch planes at the same time.

Squad launching view

  • On the right is the squad overview which shows current number of squads in the air, the type of plane in the squad and its main armament and also current task and remaining fuel time.

    It also highlights the selected squad and shows the actions which can be done with it.

  • In the centre is the sommand map. Which would show locaition of each squad and the point where the squads is heading to and in case of the patrol also the area which the squad patrols.

    To send squad to specific point on the map the player will choose the squad which they want to give command to with the cycle button [V] simmilarly to the cycling between the gunners. And then by clicking on the map with LMB to place pin on the map to wich the squad will now fly. Player can also decide to send the squad back to CV [Z & +/1], make it patrol the area around the pin [Z & ě/2] or to take direct control over the squad [ř].

The amount of planes and squad would be limited to only 5 squads with 5 planes per squad. This is done to limit the server impact and also to limit the disparity betweent he different CVs. And to make the controls easier.


In the direct control the the player would control only 1 plane from the squad while the other planes would fly after it / circle around.

Direct control


Dive bomber squad


Torpedo bomber squad.

  • In the hotbar player has option for quick switch to “Comand view” and to “Ship control”

  • There would be also button to switch between different planes in the squad simmilarly to the squad cycle function in the “Command view”. Next to it is dispay of the state of the other planes in the squad and if the plane still has the main weaponry.

After the player performs the attact with the plane they can switch to different plane in squad to perform the attack again. This is done to allow player to precisely place attecks and to limit the possible damage of completly RTS gameplay and if the AI planes would attack with the player. If the damage output and or the planes would be too easy to shoot down (even despite the distraction of other planes) the player can be given one ore more wingmen to perform the attack too.


The modification for CV would consist of two types.

  1. These would be new armament/plane modification which would allow the use new planes or new armament.
  2. These are more general amrmament upgrades which would improve the performance of the air arm.
Modification screen for the USS Saratoga

New armament/planes

  • F6F-5 Hellcat and the TBF-1C Avenger these would allow to use new fighter planes / new torpedo bomber planes in the respective squads

    The stock USS Saratoga would have acces to F4F-4 Wildcat, SBD-3 Dauntless and the TBD-1 Devastator

  • There is also modification which allows to equip F6F-5 with Tiny Tim rockets as one of the squads (this isn´t replacement for the F6F-5 just another different squad)

Upgrades to the equipment

  • Aircraft elevators would spead up the preparation/move of planes from the hangar and make the lift more resilient to damage

  • The arresting gear would spead the landing procedures

  • The combat air patrol would make fighter actively target enemy planes even without the patrol area command.


The landing/launch would be completly independent from the player, the launch would be animated just after the launch when the AI would take over. The laning would work in simmilar way where the AI would just fly into square right behind the carrier and rest would be amimated.

Both of these function are in the game but aren´t polished enough to be used in closeups on the CVs

Current AI landing

CV Landing current on Vimeo



From what I can see when I look into the WTM datamines it looks like the WTM will have same system like current WOWS carriers. But with ability of having multiple planes in the game unless I am missing something there is no way how to command planes to fly towards some point on the map which is shame especially when WT´s engine allows that already (Enlisted AI commands, Artilery suppoer and warning marks ).
I really believe that the RTS aspect would really suit WT NF if we ever get slightly larger maps.

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I didn´t explain it properly but my idea is that the CV player would have acces to for example: Fighters, Fighters with rockets, Fighters with bombs, Bombers with one type of bomb, Bombers with different type of bomb, Diffeerent bombers with torpedoes ect. and from this roster of different squads they could choose up to 3 different squads. Basically it would work same way as the ammo but with planes.

For example in case of the USS Saratoge I though about these options:

  1. F4F Wildcat with no suspended weaponry
  2. F6F-5 Hellcat with no suspended weaponry
  3. F6F-5 Hellcat with Tiny Tims
  4. TBD-1 Devastator with Mk. 13 torpedo
  5. TBF-1C Avenger with Mk.13-6 Case Torpedo
  6. Maybe TBF-1C Avenger with 2000 lb bomb
  7. SBD-3 Dauntless with 2 x 100 lb and 1 x 1000 lb bombs

From these seven the player would choose up to three.
But even if player chooses the F6F-5 and F6F-5 (Tiny Tim) the numbers wouldn´t be interchangeable between these two.

Like this

I imagine that game wouldn´t go that in depth to also count and calculate the suspended weaponry stocks, so I imagine that as long as the CV has airframes from that squadroon it will have weaponry for it.

I first imagined that player could swap the layouts mid battle but I think that is too complex for the scale of WT NF. And would require a lot of new mechanics and it wouldn´t be that useful.
Plus limiting the options gives Gaijin more options for making more veriety.

There needs to be balance between the damage output of CV squadroon and the defensive AA armament of the surface vessels. We can´t have the attacks be too powerful or easy to do.

In my opinion if the full squadroon would attack at once it would be too powerfull and deadly for surface ships.
Same goes for the idea of fully RTS gameplay where the players could quite easily set up cross fire traps with torpedoes ect.

This is somethich which would require proper testing and could be adjusted based on the results.

That might be possible solution but I think it could be quite frustrating to both parties. For CV player when they unknowingly attack BB like USS Nevada which easily shoots down half of the squad. But also quite frustrating when the whole squads attack BB with two MGs like you said.

I am really sceptical to the RTS gameplay because I think it allows exceptionally big first strike potential and also fast get in and get out from the AA buble.

So I was suggesting system which would on one hand give player much more control but also would limit the first strike ability and make the squadroon stay in the AA buble for longer time. And secondly is easier to implement for Gaijin.

It is something which would require testing thats for sure.

If we were to have CVs on current maps I would agree but if they were to be implemented on the larger maps where the CV itself would be relatively safe I need to dissagree. Since in that scenario we would have situation where the CV player can attack other ships with no consequences.

So I think that having high SL for loosing aircraft would be fair trade when the CV itself is safe.

But the value can be adjusted based on testing same as the ammo costs for warships were in the CBT (where the it was 50-80 SL per one shell) which was changed in 1.89.

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Weird to see Israel tag on this discussion, but anyway…
My biggest gripe with this, is that these carriers are proper, high-budget fleet carriers, at the center of task forces.
I’m more curious about early, small scale escort and light carriers and seaplane tenders - after all, low rank/BR is actually more important than late rank/BR, as the new players being dissatisfied with how these things doing in combat, simply won’t bother going for higher as, again, not many are masochists.
Another thing, maybe those early and small carriers are already powerful enough to occupy the rank 4-5 in the current Naval Forces tree, even with their early war planes, while the large fleet and task force carriers will have to go to 6 and above ranks.
That aside…

I think the game kind of has to, though I admit this may not be a welcoming another set of controls for new players.
Carrier gameplay, in theory, should be management gameplay. Otherwise, it makes carriers kind of pointless to add. And this bit of management can already be… tested, by giving player control of an airfield. If it was implemented. I wonder if there’s some test build for RTS feature testing…

There is a way to change loadout in air battles:

Limiting options would make the vehicles easier to balance, in theory. But I’m not sure if it’s a positive addition overall…
I think the player should have an option whether to make his fighter bombers go for Air superiority or naval attack, after the battlefield situation has changed.

I suppose. So one way to go about this, is to start with an early (light/escort/experimental) carrier/seaplane tender with interwar/early planes, rather than full, late war, fleet carriers.

If it’s late war planes, each having at least a 250KG (500lbs) bombs, coming at a high speed, Maybe… but then we have late war ships with awesome AA armament.
But if it’s several biplanes, who at best have 2 ~50KG (100lbs) bombs, who can easily be shot down even with a slow turning gun, without variable or even time fuse, if not a WW1 machinegun, I don’t think so.
Granted, for small coastal vessels, even 50KGs are deadly, but I suppose these may have an easier time (in a way) dealing with biplanes.

I think the devs should try to implement smaller and lighter bombs, maybe those cluster bombs would actually make some sense in naval forces. So far, only the He 51 C-1 has access to those 10 (or 7 KG) bombs…

Or we might get a situation where folks choose a place just out of AA range, order the squadron to circle around, and go in 1-by-1. Which is also weird.
Another option is player choosing squadron size of 1 plane… Which would basically be the same as we have now. Just a few differences with spawn points.
I think AA on ships have to be buffed in some way.

But yes. Testing is needed.

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Wow, there 's alot of thought put into carrier airgroup controls here, well done ! Though I worry that, in the form presented, it runs the risk of not actually " playing the carrier ":

Makes sense, you could even have it so the selection of aircraft changes how many are available relative to the maximum possible to take - some tanks w/ gun-launched ATGM 's have a similar caveat to represent how the larger projectiles cannot be stowed in equal numbers to smaller ones.

It might be worth noting that WTM 's USS Essex (CV-9) and likely the carriers which will follow it there, organizes them by their loadout rather than the aircraft classification, F6F-3(2x 1000lb) occupies the " carrierBomber " slot. If we’re taking a similar " three aircraft models max " approach in this suggestion, a similar limitation might present some interesting tactical decisions for an AC player to make: take a higher-performance fighter-bomber group, or one w/ slower dedicated bombers w/ a greater payload ?

Also opens discussion for what might happen to those bombers in the former situation, the example TBF doesn’t have any payload-less loadouts as a player aircraft. The F6F-5, on the other hand, could conceivably fill all three aircraft slots alone, should that be allowed ?

I’m not convinced that removing player control of onboard weaponry is necessary, esp. after the AI main gun changes - there 's still situations where a player might want/might need to have control of their guns. Augmenting/expanding the weapon groups might be better.

This is a fantastic concept for an interface which succinctly describes the current picture of the aircraft operating from a carrier, but what worries me abt it is how it 's completely replacing any view of the match from the carrier 's perspective. At this level of removal there isn’t much use for the carrier, apart from being a tether into the match and something to be annoyed at when destroyed through neglect.
Much of the information presented could be incorporated into the 3rd person view/hotbar HUD, such as the current location of launched aircraft groups( in-environment marker w/ distance, as found on recon seaplanes ) or available aircraft count/readiness ( in hotbar icon/indicated by hotbar icon colour or shading effect, as used by current armaments ). That way the player has the information they need to direct operations from the carrier, rather than only being the operation.

Is this a limit on aircraft aloft, or aircraft in total ? If it 's the former, it might be better to have variable limits based on the aircraft/aircraft groups which are being used, like WTM does - even between carriers in similar time periods there are disparities in their capabilities, so it might be more useful to have greater numbers of low-performance planes in the air for the carriers operating them, or a reduced number of high-impact planes in a formation for opponents to deal w/.

I’m not certain these objectives are compatible if players are given the ability to make every one of their plane 's attacks while the rest stand out of harms way, the main strength of an aircraft carrier is already it 's ability to perform precision attacks. We’ve already seen that player direct control of projectiles is something hugely powerful, being able to intelligently pick an aiming point for maximum damage equalling if not surpassing the ability to disengage while putting an opponent under attack.
The conditional use of wingmen in Single Missions might be worth emulating here: the attack is made w/ the player and AI planes together - but the AI planes decide on their own how to perform it, and how to react under duress. In practice, that could mean the player has the ability to switch to a " lead " aircraft in a given squad, which provides them the advantage of making an attack in numbers. But by leaving the rest of the squad under total AI control, the defending ship 's player only need deal w/ one intelligent attack per squad - the automatic evasion and predictable attack patterns of the wingmen gives the attack greater mass w/o also giving it human precision, one plane is enough for that.

I’m not certain I understand the purpose of making this behavior a modification ?

Nor the reasoning behind this, putting economic pressure on the player for losing part of their capability to do actions in a match. It 's like having additional penalties for getting your turrets shot out, on top of your repair cost.

This is close to something I’ve been wanting to discuss, how should the aircraft available to a carrier be decided ? My personal position is that they should be as close to the ones it operated irl in the form it appears in - which would mean no TBD for USS Saratoga, since as represented in WT she 's at minimum four months, if not years after that plane was removed from service.
Atleast I’d not like to see anything as egregious as the original WT:E 's selection for IJN Kaga: giving it the B7A2, which not only wasn’t ever available to the ship historically but also would’ve been too large to have operated from it.

By " animated " I think you mean removing the aircraft collision model from the game world ? I guess there 's merit to it, ammo can’t be struck when it 's being raised through elevators so why should a carrier 's planes be vulnerable when cycling into/out of combat. Current game implementation is closer to fully automatizing the TO/L cycle than this though, w/ Campaign and Missions AI planes already able to fly off the deck as whole squads and return to fly the circuit pattern onto the wire.

It 's interesting that you bring this up, while our current carriers don’t have any modules for the aircraft elevators or catapults they do actually have ammoracks which aren’t for their guns - likely for use by aircraft.

One thing I’d like to see modelled are aircraft in below-deck storage, as found on some cruisers ingame currently( RN Pola and USS Fargo come to mind ).


I’m in agreement there, but I think it 's important to recognize that a carrier is not an airstrip - it 's a warship. Managing them as a whole, rather than just one aspect of them, would be better - and more inline w/ the representation of other ship types.

While I’d like to see them, I wouldn’t expect seaplane tenders to provide useful insight into how carriers might perform in gameplay: the very low performance of the aircraft they employ makes them irrelevant as an offensive tool, compared to what 's available in the MM where other 800t+ ships are located. So it 's likely they’d keep the same gun-engagement gameplay as late frigates and early destroyers, just w/ an expanded tool for [Domination] maps point capturing and NFEC shore bombardments, until/unless they fix the latter 's lock-on issues affecting minibases and airfields.
Mechanically there might be similarities to AC 's, along w/ those cruisers and BB 's which have multiple catapults and/or stored onboard aircraft.

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One problem with carriers if it hasn’t already been discussed is how many people can spawn in with a carrier? the whole team? 2 or 3 people? there could be bad balance issues with this. Is it alright if one team has carriers?

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We would also need slightly smaller EC style maps similar to air rb for carriers to fit in regular battles.

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I don´t see reason why the small/experimental CV should be handled differently compared to big CVs. Only the seaplane tenders might need different implementation. Yes lower BR CVs would have worse planes/less of them then the hight tier CVs but I don´t see need for different mechanics.

As I said fitting CVs into NF means completly different gamemodes/gameplay. I forgot to mention/point out that one of these requirments is also era/year based TT/BR progression.

Fitting CVs into current TT/BR structure would be impossible for example we have USS Nevada which would have next to no problem with destroying even WW2 fleet CVs but at the same BR we also have USS Arizona which would have problems even with early/pre-war CVs.

I really don´t think that managing fuel/weaponry is necesary. I would say managing ship, up to 5 squadroons and the amaunt of aircraft would be enough. Afterall WT isn´t dedicated CV comand simulator and NF doesn´t even have simulator mode.

Regarding the RTS component and CV gameplay as a whole:

  1. What I presented is very simple implementation of RTS aspect of which are already present in the game/in Enlisted/in WWM. I used very little of new mechanics which arean´t already in game
  2. WT in fact tested/wanted to implement CVs way back before GF when the NF ware originally planned but gaijin then scraped whole NF development and focused on GF. So they should still have some prototypes/ideas how to implement them

Yes but that requires completly respawning the plane, I am not sure that it would be viable. And I originally though about the selection of the loadouts mid battle but I really believe that it would be just too much and would unnecesarly complicate the UI and options. And it would complicate the in game structure/server load would be too sever.

I would really be more worried about the torpedoe squadroons where even the early war bombers can do a lot of damage especially when there is lot of them.

As I said before IMO one of the requirements for CVs to work would be era/year based TT like in GF which would then mean interwar/experimental CVs against interwar DDs/CLs/CAs/ WW1/interwar BBs.

I think current TT structure is just silly and having CVs like Langley or Argus ect. against … I don´t even know against where it would be placed but having these fight anything other then early BBs/DDs ect would be just silly.

There might be some silly interactions but as long as it provides balance it is OK in my book. I would say that fully in formations attacks are just as silly. Or having wingmates which wouldn´t drop the ordnance.

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That is also possibility yep.

Well the system in WTM is inherently more simplified since by looking at it there is no way to research different planes nor different loadouts.
So simple distinction: plane with bombs, plane with torpedo, fighter is sufficient. But in WT, I would expect bit more complex system where the icons show the plane model itself and then what the armament is.

I don´t think it is desirable to allow one plane type ships but I would say it migh be possible if Gaijin wanted to make some unique CV for event. But I would like to see more variations/tradebacks.

I am suggesting to just to replace the “main battery” with the “aircaft command” and have the main guns of a CV (most often the 5 inch multipurpose guns) move into “secondary armament”. Mainly to allow these guns to perform AA fire even when player doesn´t control them.

But I am not sure about the CVs with bigger antiship armament like Lexington.

I envisioned that this would be just window to command the planes across the map. And to provide detailed info about the squadroons in the air but the hotbar, hangar info and aircraft complement status would still be present in the 3rd person like this.

IMG

It is limit for aircraft in the air. I suggest this for two reasons, 1st to simplify the system but more importantly 2nd to limit the impact on the servers. Even what I suggest will IMO cause issues so any increase to this number I would say is not desirable but I would say that it would be possible to make the squadroons smaller/less of them but IDK if that wouldn´t bee too small.

It would need testing to see if it works. But I would say that it would in fact be desirable to have the AIs distract enemy AA fire since single plane attacking is too easy to deal with. As I said in different post I really feel like that in case of whole squadroon attacking/even if it was just 1-2 wingmates it might be too powerful (even if the wingmates would drop the torps based on AI decision) as it would provide large amount of single attack damage.

It is same as the torpedo mode modification, it is way how to provide player different options. Since both system might have advantages/disadvantages but I would say the modified behaviour is better especially when player would want to make fighters escort their bombers.

The ammo costs exist, and more importantly I feel like there needs to be some penality for loosing aircraft since the CV itself is basically safe from other surface ships so if there weren´t any cost for loosing aircraft the CV player could be really careless. And it would be really unfair for the surface ship players.

I confused the Saratoga modification year. I though that current version is the 1942 version so then the TBD would still be apropriate. Since you are correct and it is 1944/45 version that the TBD is inapropriate.

I would say that some liberties should be possible as we see now with shells, but I would draw the line on phisical imposibility such as the IJN Kaga and the B7A2.

I 100% mean just improving current animations. Even now the landing is animated but it looks really bad from close distance.

As you can see in this video

CV Landing current on Vimeo

I would honestly love to see animation such as raising/lowering planes on the elevators ect.

I am not saying not modeling plane ammo in DM just not modeling the amounts/limits for the number of sorties ect. so situation where you have planes but don´t have ammo for them wouldn´t happen. Same as we don´t calculate with fuel but fuel tanks are still modeled for DM.

But I think catapults, elevators or the cables is something which must be modeled for CVs in WT if they are to be player controled same as the planes in the hangar.

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