You know what, I gave naval Arcade a try lately, and you’re right — it’s actually closer to the real thing in some ways than what we currently have in Realistic Battles.
So what about making Realistic Battles work more like Arcade, with the main difference being that the player gets control over the rangefinding equipment?
It could actually be much simpler to implement, because most of the necessary mechanics are already there.
Basically, you would:
- Press and hold a key — the rangefinder view appears.
- While holding the key, use the mouse wheel to adjust the sights and find the range.
- Release the key — the readings are automatically passed to the FCS, the guns turn and elevate accordingly, and you can fire. (Of course, with the existing follow-the-pointer system, the guns would turn as you move the sights, so they would simply adjust their train and elevation according to the FCS solution)
It could work similarly to how we use the Left Alt key.
One advantage would be that you could get accurate readings at the ranges at which a particular ship was actually designed to fight.
It would also leave room for further expansion, such as radar rangefinders and other detection and fire-control systems. Imagine pressing the same key and, in addition to the rangefinder view, getting tabs in the upper-left corner for the different systems available on your ship, each suited to different situations.
And this wouldn’t mean manually operating the entire ship. The crew and FCS would still do their jobs — the player would simply be responsible for providing the measurement.
The most important difference between Arcade and Realistic would then be very simple:
In Arcade, the game takes the readings for you.
In Realistic, you take the readings yourself.
That’s just a rough draft, but I think it could give RB a bit more player input without requiring an entirely new aiming system.