Sign in to follow this  
Followers 0
Davmak

Showing rounds of ammunition

9 posts in this topic

SS players may sometimes don’t know how many rounds of torpedos are left, after series of shooting and reloading. There should be indicators to show the rounds of torps left. 

This also fits for scout planes users.

13E2B457-DF8D-43D0-BA70-EEF74D840629.jpeg

0

Share this post


Link to post
Share on other sites

Obviously that would make ss-play much easier...

 

...but we would loose the fun in counting ourselves and the most funny situation when you finally have the best torp-firesolution and have to realise there are none of your eels ready?!? 🤣

0

Share this post


Link to post
Share on other sites
9 hours ago, Neuner said:

Obviously that would make ss-play much easier...

 

...but we would loose the fun in counting ourselves and the most funny situation when you finally have the best torp-firesolution and have to realise there are none of your eels ready?!? 🤣

Serious reply: um..... the current system stop the reload ‘yellow circle’ after the first torp is reloaded. It maybe somehow difficult for new users.

Crazy reply: ok to have more fun let’s make a HARDCORE mode. Limit max useable torps to be 24 and need re-supply of ammunition at harbour/ supply ship.

Damage of torps and shells increase to 200% to make it more realistic also:) .

1

Share this post


Link to post
Share on other sites
3 hours ago, Davmak said:

[....]. the current system stop the reload ‘yellow circle’ after the first torp is reloaded. [...]

So it's is just the same like as for Guns. The fastest reload will show the weapons are ready and you wouldn't know if it's one turret or all of them.

Only adding more coloured rings would make it bad to be seen on small devices I guess.

But implement a small counter as you've said would solve it.

Screenshot_20180212-072748.jpg

Edited by Neuner
0

Share this post


Link to post
Share on other sites
3 hours ago, Davmak said:

[...] Limit max useable torps to be 24 and need re-supply of ammunition at harbour/ supply ship.[...]

That's my very opinion. On NF1 it is (or better it's been when I've played it) that way. So KitaKami could either shoot their round of Torps once the Battle started or wait to attack single ships. But wouldn't be able to fire ...thousands of Torps...

Aircrafts are limited as well, So why not limit the torps and Gunshells?...

Maybe that would require too much tactics for an easy-to-play mobile game. 🤔

0

Share this post


Link to post
Share on other sites

While I'm well into strategy and realism, I believe a torp/shell load cap is for a different more realism oriented game. Here we have 5-10 min battles in a game "balanced" for a quick, funny and easy to play game. Having a vessel return to base for reload would most likely mean it's the only one left on its side when ready to rejoin (or time is up).

A more detailed damage control is probably easier to implement without taking something out of the game while adding some degree of realism, tactics and disadvantage for a damaged ship (currently a ready to sink vessel has exactly the same firepower as a full health one). For example: radar out, reduced manoeuvrability, reduced operational guns in turret, turret unable to rotate etc.

 

1

Share this post


Link to post
Share on other sites
1 hour ago, baldrick said:

[...] radar out, reduced manoeuvrability, reduced operational guns in turret, turret unable to rotate etc.

Would increase the dramatics of getting hit for sure.

Maybe there could be an additional rep-mode once you've taken damage. (Beside the instant rep-kit)

So that when damaged you could decide not to fire your guns and even shut down radarsystem to make the crew doing some damage control instead. Disable all guns and lights for 30sec to regain 10% health for example. Or at least stop any further damage that would make your ship to sink slowly once you are in red-health-zone.

Edited by Neuner
0

Share this post


Link to post
Share on other sites

Or some kinds of other game modes like:

Domination: team need to dominate a certain area of sea and clear invading ships

Save the transport ship: like VIP mode, players have to protect a transport ship. If that ship is sunk there will be no ammo reinforcement.

Pirate of Caribbean: Survival mode. There are no teammates and all are enemies

 

0

Share this post


Link to post
Share on other sites

Well Domination is somewhat like the Capture zone but from beginning. Seems to be intresting. 

Save the transport sounds pretty much like fleet-operations. I like it.

Pirate of the Carribean? ROYALRUMBLE 😁👍🏻

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0