Seeing that battleships may soon be added to nations and sensing an imminent revision of the ways in which naval warfare is carried out on the server, I have a few suggestions which I think might enrich the movecraft plugin and the holistic naval experience.
-Merge the Battleship and Dreadnought ship classes
It is redundant for the two to be different pilotable ship types when dreadnoughts are really only a class of battleships, Therefore it is wise to merge the two under the moniker of 'battleship'
-Make ship velocity dynamic and dependent on construction and materials used
-Increase the render distance when piloting certain ships like the Battleship
In the current meta it is commonplace to see dreadnought class battleships ramming into eachother and firing at point blank whereas engagements should ideally start and be fought in much longer ranges battleship-to-battleship, increasing the render distance will aid this clause
-Make shell penetration dependent on range
I think making it so that certain shells do more damage at certain ranges incentivizes more immersive naval engagements, adding onto the previous clause
-Give battleships the ability to mount a secondary battery of guns
This would be historically accurate, allow battleships to mount some 4 inch and 6 inch guns only as casemate guns (not allowed on turrets)
-Revamp movement
Add acceleration to direct control mode, where changing cruise direction from forward to reverse or vice versa first causes the ship to slow down, then come to a stop and finally resume movement taking a bit of time to assume maximum velocity, secondly, add a mechanism where the ship does not immediately rotate upon using the compass but takes some time before the rotation is reflected in the world, and also make it so that within a certain time frame rotating in the same direction from the last rotation causes this loading timer to be shorter or rotating in the opposite direction from the last rotation causes it to be longer to reflect rotary naval manoeuvres and angular velocity in real life
-Split the cruiser class into battlecruiser and simply, cruiser
This change would allow differentiating battlecruisers, the capital ships envisioned by Fisher, from normal cruisers meant to be escort ships. Battlecruisers would be lighter counterparts to dreadnoughts, more rarely armoured but with a greater maximum velocity, as capital ships they should be able to begin naval sieges. They should be allowed a primary battery of 12 inch guns and a secondary battery of 4 inch casemate guns not allowed on turrets. This would make sense if the current 'battleship' class does not denote the 'fast battleships' of the second world war which made the battlecruiser designation obsolete (even though the royal navy continued to use it)
-Incentivize wooden decks and elaborate superstructures
Battleships and other warships historically had teak decks which would provide better mobility and insulation along with improved traction to the crew, currently on nations we mostly have concrete decks as having too much of a block that is neither concrete nor terracotta is disincentivized, since the more concrete you have the harder it is to sink. This is frankly a shame because battleships would look so much more realistic if we promoted making the decks out of wooden planks, yet the meta would dictate having the deck made entirely out of concrete and terracotta in some parts. Secondly, the current meta does not reward building a beautiful and elaborate superstructure or bridge but simply an isolated tower crammed between the turrets to sit on. I believe that in part adding secondary batteries would curb this issue in battleships but further innovation is required if such ship design is to be promoted in all surface ships. Ship cost could be reduced and an overall improvement in style could be brought about if ships did not sink upon losing the minimum % of concrete like redstone but rather depended on only falling under the minimum % of redstone or losing too much hull integrity as a whole.
-Add a ramming mechanism
Make it so that when two enemy ships collide:-
(i) The smaller of the ship types takes critical damage while the larger takes some damage to the hull
(ii) both ships capsize if they are of the same type, or if one of them is significantly larger it takes grave but non-critical damage to the hull instead of sinking given that the other ship is at a lesser hull integrity at the time of collision
This would assist in ships keeping their distance and closing in and 'blocking' eachother with sheer mass would not be a tactic anymore and ramming would turn into a last ditch resort
-Make it not only a choice but a necessity to have a certain % of a ship's mass underwater
-Improve visual feedback on turrets
An earlier suggestion I had also made was to make it so that the stone brick wall portion of the turrets, or the barrels, are also shown to move in an arc, respective to the aiming direction of the clock, this makes them more interactive. This could use the same logic as the ghost glass blocks that assist in aiming.
-Tweak turret rotation and aiming speeds
Currently all turrets immediately rotate on command with absolutely no delay which is quite unrealistic and frankly toyish. The rotation system I had suggested for ships above could be similarly implemented with the turrets to make them more realistic and less choppy. Adjusting them according to armament would enrich the naval experience.
-Allow torpedo reloads without having to release and repilot the ship through a cooldown based mechanism