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:
- F4F Wildcat with no suspended weaponry
- F6F-5 Hellcat with no suspended weaponry
- F6F-5 Hellcat with Tiny Tims
- TBD-1 Devastator with Mk. 13 torpedo
- TBF-1C Avenger with Mk.13-6 Case Torpedo
- Maybe TBF-1C Avenger with 2000 lb bomb
- 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
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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.
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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
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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.
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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.
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In the hotbar player has option for quick switch to “Comand view” and to “Ship control”
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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.
- These would be new armament/plane modification which would allow the use new planes or new armament.
- These are more general amrmament upgrades which would improve the performance of the air arm.
Modification screen for the USS Saratoga
New armament/planes
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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
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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
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Aircraft elevators would spead up the preparation/move of planes from the hangar and make the lift more resilient to damage
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The arresting gear would spead the landing procedures
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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
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.