Naval Aiming Rework

Ships equipped with rangefinders and gun directors should feature three distinct types of sights:

Spotter/binoculars

Rangefinder/Gun Director

Comanding decki view (would be nice, but not necessary)

Targeting sequence could work as follows:

  1. Initial spotting – You use binoculars to locate targets. When you press the “Lock on Target” key, the rangefinders and main guns will start tracking the selected target. You can still freely use your binoculars to observe the battlefield.

The selected target would not be highlighted in any artificial way — the only indicator would be the rangefinder’s focus on it.

  1. Rangefinding – Switching to the rangefinder view allows you to see your target (unless it’s obscured by a smokescreen, an island, or other ships).
    Gun director would consist of smaller binocular view, rangefinder scope (placed above binocular view), course and speed indicator (upper right corner, it’s in game right now), screen showing target path and fall of the shells, similar to irl Dreyer table (upper left corner).
    Rangefinder would move freely on x and y axis, so player could pick favorable measuring point.

Example view: https://images.app.goo.gl/iNZti

Use the mouse scroll to adjust and determine the target’s range.
*Edit
Rangefinder/gun director view would be either stereoscpic or coincidental depending on the navy.
In stereoscpic view there are two images “bars” and ship silhouette, once those two are align, player would see correct range.
In coincidence rangefinder image of the ships is split horizontaly in two, player needs to align both halves in order to get the range reading
As the target and player moves, player would need to take corrctions.

  1. Firing solution – *edit - when player makes at least two range corrections (pressing"target lock" key after each correction)- balistic computer will start to plot the fire solution. With fire solution calculated, guns would automatcaly align themselves to fire at predicted target position.
    All this time horizontal movement of the guns would be possibile to allow player for quick corrections if target manouvers faster than balistic computer would be able to calculate.
    At any chosen moment player would be able to switch guns to “follow the pointer” mode, where they would follow horizontal move of the gun director, with elevation following the data from the rangefinder, allowing to aim without automated corrections - there would be no aiming aid, so corrections would need to be made by player, but gun movement would be only seen by “milldots” moving left or right in guns director view, that way player wouldn’t loose the sight of the target while chasing the correction/deflection point. In this mode corrections to gun elevation would be made by mouse wheel
    In addition there should be “danger zone” (place, where vertical spread is the longest, ensuring most likelyhood od hitting the target) it would be indicated by the green light in rangefinder view. Also aiming asistants - bearing indicator and targeted ship view would be moved to upper qarter part of the rangefinder view, they would be more useful there.

How the gunnery action would look like in the battle.

  1. After spawn, you switch to spotter view, (which is placed where actual spotter was placed on ship), after picking your target, you point it to gun director (the same way you would do it in comander view on ground battles)
  2. You switch to gun director view.
    With binoculars player chooses place on enemy ship most suitable for taking measurments, locks the rangefinder position, takes measurments from rangefinder, press target lock.
    Now player have two options:
  • switch to aiming without balistic computer, and working out corrections on his own;
  • take another reading from rangefinder, which also starts ballistic calculations.
    With first option, player can shoot right away but its might take some time to “find the target”.
    With second option player would need to wait for fire solution but the chance of hitting with first salvo.

The goal is to keep range readings accurate.

The player would need to make constant range adjustments, with the ability to move guns horizontally if the target’s course changes unpredictably.

This system would still feel somewhat “arcade” in accessibility but would require more attention and situational awareness. It would also prevent unrealistic “snapshots,” giving the impression of operating a complex warship rather than simply steering a floating platform with guns.

AI gunners spotting – AI gunners should not automatically fire upon sighting a target. Instead, they should only report when a target enters their engagement range. The player would then decide whether to engage by pressing a bound key — similar to the mechanic used for “thanking for help with repairs.”

[Would you like to see this in-game?]
  • Yes
  • No
0 voters
4 Likes

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Oh Kurwa

2 Likes

It’s just this lmao
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2 Likes

I disagree on the automatic secondary gunner part, but the first part could really be interesting.

3 Likes

RDT_20251128_0716288140145516383891303
I ment this, but it’s my first post here, and it was basicly copied from Reddit

My point was that lots of the times AI gunners work as early warning system, shooting at and sinking ships without effort on the part of the player. This, in my opinion made any sneaking attack impossible. I would go even further and baned all Independent actions from AI gunners, replacing them with “target spotted” notification, followed by player manualy asigning spotted target to be shot

Yeah, just axe AI gunners from any non-arcade game mode. It’s impossible to make AI “balanced” - either it can’t hit the broad side of a barn and you die or it’s the Iron Dome, with nothing in between.

1 Like

There is this “select target” command (alt + (1/2/3), where AI gunners shoot at marked target, this I would save. But AI gunners need to go

this seems jank AF not gonna lie , just not thought trough

Which parts would you change?
Cause the way I ment it was:

  1. Spawn and Survey: You spawn and look around using either third-person view or binoculars.
  2. Target Acquisition: If you spot your target through the binoculars, you lock onto it by pressing the designated lock target key or, similar to ground battles, by simply clicking on the target.
  3. Switch to Rangefinder View: After locking the target, you switch to the rangefinder view either by pressing a specific key or it switches automatically upon clicking the target.
  4. Set the Range: You adjust the range by scrolling the mouse wheel
  5. Fire Control Calculation: Once the range is set, the fire control computer begins calculating the firing solution.
  6. Firing and Adjustments: When the firing solution is ready, you can fire. After firing, you make corrections to the range and target course using your mouse and mouse wheel to improve accuracy.

Here’s how it worked irl:

I am not sure I agree with your execution of the system, but I strongly agree that the aiming needs a change.

First of all, the enemy only shows as spotted (ship/player name shown) inside your spotting range (which should be reduced to around 10km), with some adjustments depending on ship size.

Introducing natural elements like stormy waters, fog, rain should reduce visibility.
SHIPS SHOULD ALWAYS BE RENDERED!
They should just be harder to see.

RADAR must be introduced, you can’t just bundle everything up and call it “rangefinder and fire systems”.
I don’t care if the controls get as complex as top tier aircraft radars.

With that change the aiming should become harder and shots less accurate, but also more devastating.

If it was up to me I also wouldn’t judge the ship BR based on the thickness of armor and size of barrels. Radar would play a mighty role here. You have light tanks that can’t penetrate heavy tanks in ground, why would it be so frowned upon to match destroyers with dreadnoughts?
Make players use their heads for movement to creep upon enemies and torp them, or just use those destroyers for intelligence/spotting and air support.

Naval as it is, is just too arcadey.

1 Like

This would be a MASSIVE improvement.

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I basicly agree with you on every point. My idea was to make aiming a bit harder, but consistent, since it would be based on input from the player. When it commes to radars, I wouldn’t mind making them as another system. Also adding search radars as little screan instead of minimap could work, on one hand they would show every vessel in range but at the same time bigger islands could work as shadows hiding smaller ships.

1 Like

yes allot of great points and stuff to work out i like allot of what being discussed its good to see people working together working stuff out. thanks good read

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i think it should change in way that prevents you from targetting a specfic spot on the ship as snipeing magazines is not historically accurate your aiming at the ship no specfic part

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I agree, but I think that it’s not as much of an aiming problem as gun acuracy problem.
Guns on every ship are overperforming, shells aren’t affected by guns being too close, firing all guns at the same time also doesn’t have any effect on shell spread.
Without this you can shoot where you want, no mater what aiming technic you’re using

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This probably won’t make it into the game.
But I had to post it here so it wouldn’t just be another Reddit pipe dream.

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