Aim: To create a more interesting movecraft in both design and combat.
Engines:
Engines would be added as a multiblock, varying on size depending on Capital ship or Escort ship. They would also be capped according to the craft type. The more engines onboard ship, the higher the top speed would be. These engines would not work below waterline, destroying an engine would see the ships speed capped and create a more intuitive combat system. Auxiliary engines would be available to larger crafts, they could be built under water, thereby allowing them to be more survivable. These engines would haul a ship at 25% its original speed if all engines are destroyed.
Engines would also able to have fuel, fuel would be put into the engine multi block and would include slime fun fuels like oil.
Armouring system:
-Increase armour by 5% to allow for longer dread duels and compensate for the Engines.
-Increase strength of glazed terracotta, add a third type of armour.
Variety in different armour blocks allows for better design variation.
Drag system:
- Ships that have more than 3 blocks under water would incur drag penalties based on how much % is under water.
- Ships that are incredibly stubby and wide would incur drag penalties.
- Ships that are overly long would be marginally faster, yet have a marginally longer cool down.
Weight System:
- Dreadnought only, Dreads could chose between extra armour or extra speed. That being a dread that is under the 35% terra limit, would result in slightly faster dreadnoughts. This would be marginal, and should be experimented with to see if it should be increased in importance or effected crafts.
Better AA:
- AA guns would be reworked, smaller... Details such as the buttons should be removed for example and the middle endrods as well to create a more authentic AA cannon. AA guns should also be strong to fire.
Manoeuvring:
- Ships would have some form of acceleration and deceleration, reversing would be a lot slower.
- This should be experimented with.
- Moving side to side should result in a minor loss of speed.
Bridge/Conning Towers:
- Tinted glass should become as strong as Terracotta and limited extensively, so it is only used for the bridge.
- A multiblock for radar would exist, it should be forced to be at a higher Y level and small. Larger ships have multiple, it would allow you to access a more precise craftlists with coordinates for players piloting crafts.
- The Radar would have a lock-on feature, where a command would lock the radar onto a player and provide updates on their whereabouts at a regular interval.
Waterline (Dreads, same principle can apply to others):
I am somewhat sceptical waterlines remove the 'bad' ships at 27%, but if it MUST be lowered, I'd recommend a dynamic system.
- Ships between 32-35% would be slightly slower.
- Ships between 30-32% would be the default speed.
- Ships between 27%-30% would be slightly faster.
This system is dynamic, and would promote a higher waterline without making many fleets on ccnet obsolete (especially those who printed an armada *cough* Kapitan).
To conclude, the changes presented would create a more realistic movecraft and add variations to designs on especially dreadnoughts. Dreadnoughts, much like real life, would be specialised round where they are serving and the functions the designers intend. Furthermore the combat system would evolve to be closer to naval game and therefore more fun. The dynamic 'incentives' allow for a gradual shift rather than a sudden jolt and also add variety, one may in the Mediterranean or for defence build a slower heavy dreadnought but for open regions build faster dreadnoughts. I truly believe the proposed changes will discourage ships that split in two and have weird boxes underground and promote more realistic nicer looking ships.
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