It is interesting but my own guess would be that these were just ilustrative images made for devblog and actual player controled units would get more detailed models.
But it is very very interestion to look at these images and wonder what were their ideas after all the rank 12 is upper mid tier.
What I meant with this that currently we have TT and BRs set up in a way that progression works this way: (even if it has lot of exceptions)
WW1/Interwar DDs (bad AA) >> Late WW2/modern DDs (good AA) >> Interwar cruisers (bad AA) >> WW2 cruisers (good AA) >> WW1/Interwar BBs (bad AA) >> WW2 BB (good AA)
With this kind of BR structure I have no idea how CV of any kind would fit, IMO it would be impossible.
If we got gamemodes which would have “Additional objectives to allow differing classes of ship to have a purpose in the short-form Random Battle 's alongside eachother would be most welcome” would allow new BR structure with parraler progression across line from WW1 designs at lower BRs to high BRs with WW2 ships with good AA.
This way scaling the CV to different BRs would be much easier.
I actually completly forgot what actual airwing Langley got, but then it was response to idea that small and early experimental CVs would be more suitable. In this case the US basically has no suitable early CV (the only relevan early CV is Lexingtons which is larger fleet carrier)
In case of Argus that is what I mean the armament isn´t an issue but I still don´t think that it is possible to fit them into current BR structure. As I described above.
I didn´t exaplain it clearly but in my suggestion player wouldn´t be necesarly be choosing what suspended weaponry each plane carries but they are choosing combination of plane and the weaponry as in this image:
In my opinion giving option of having one plane in all functions isn´t good for gameplay, but if for some reason gaijin wants to make some kind of unique event/premium CV by giving it an option for one type plane complement (for example USS Princeton (CVL-23) with “Cat Mouth” Hellcats) I have no problem with it.
You are correct, maybe have the cost split into 2 tiers launch and destroyed. I am not sure or maybe couple the lost planes into the repair cost? Any way the loss of planes IMO needs to have bigger impact then just loss of small amount of combat potential game (since it wouldn´t really matter as long as it wouldn´t eat into the amount of planes in the air)
And yes econ isn´t directly influencing gameplay but IMO it still havily influences balance and gameplay. So I believe that it really needs to be discussed.
Because I think it is just needless complication with next to no impact on gameplay. Like for example fuel in ships/tanks.
We also already have working catapults in form of boost. But we were talking about modules. In that case the ammo (which I think can be there just for DM purpose) the elevators, arrestors and catapults don´t have DM modules.
And I think it would be very important for gameplay to have those present and modeled for gameplay and DM.
So damage to elevators would make moving planes in/out of the hangar slower/impossible, damage to arrestors would prevent landing and damage to catapults would slow down launching of the planes even though it wouldn´t have big impact but for example hangar catapults could have some gameplay use.
Of corse putting CVs completly evay isn´t good solution but forcing CVs in melee fights isn´t great idea eighter. Some kind of compromise needs to be made but then there are also options of CV players camping behind islands and other cover. So that is something which needs to be taken into account.
The CVs by design can attack other ships without risking the ships itself so there needs to be some kind of counter play for the surface ships and the best way how to implement it is to treat the planes also as part of the CVs.
I might be thats why I said that I am open to increasing number of wignmates based on testing. As for the bombs, currently the bomb are extremly overperforming and if they are fixed the damage output of dive bombers will be much smalle then that of torpedo bombers.
While I wont disagree that my system will keep surface ships under threat for longer because that is partly the objective.
In current DM system it is much more dangerous to get hit by multiple torpedoes/bombs in span of few seconde then it is to get hit by overall greater number of torps/bombs spread out over longer time.
Also the system of rest of the squad orbiting over the target gives the ship much much more time to shoot down the planes and also allow to use more of the AA armament.
I truly believe that this is preferable but I am open to being prooven wrong with some testing.
It provides option to have planes ignore when player doesn´t want them to angage when they don´t want to. Which can be really helpful if you would want to quickly intercept key squadroon.