i just got this idea form some one say this mod is base on WW2 or something like that..
but when i think about WW2..the battleship is like....some AA gun..few powerful main guns..that's it..
so why don't we make our battleship in the same way?
40%~50% of the total turret spots are main guns(huge damage..slow refire rate..like our battle razor now..)..and rest of the turret are AA guns.(fast refire rate..low damage..won't help if you use them against cap ship(these needs to make all the cap ship's sheild stronger for the use of AA gun..and make fighter's gun stronger for when they against cap ship's shield..)
and for battleship main gun..
40K hull damage with 20K shield damage.(why? a battlecruiser can fast kill a cruiser...battleship should kill a cruiser even faster!!..and these needs all battleship's hull gets stronger..for the balance between gun damage and ship hull..)..change the battleship main gun's range to 6~7K..(well..battleship is a mobile heavy fire support plantform..so they should have a long range for main gun..in RL..battleship's main gun is like a long range bombing weapon..and if is possible to make the gun has explosion radius..that will be great..).main gun's speed..1K/s~1.2K/s..not fast and not slow..compare to the damage they can make..
cause the battleship gets stronger...bomber needs to getting stronger..
change it to 2 nova torpedo launcher but not using ammos (it's like the nova torpedo now,.but can fire with out ammos..)...make the nova torpedo's damage stronger(cause the battleship's shield and hull gettting stronger..)..a bit less energy usage..more turn rate for the torpedo..or may be improve torpedo's speed as well..
and talk about fighter.for the other post.....keep fighter's hard to hit advantage..but sugguest make fighter's armour weaker...
in WW2, for destroying battleship was needed max 13 torpedoes (sharnohrst was so projected) but in real all ships was sunk with only 3-4 hits.some more as yamato(10 and 5 bombs) or bismark.so inspiration for weapons from ww2 is not good i think:)
and range for guns 7k is great,but it is for nothing.when you shoot fot another bs on range 5k with 1000m/s projectile speed,he has 5seconds to strafe and i think is no chance to hit.so i think actual range is good.
but i like the idea of main guns-big damage and slow refire and the antifighter guns. but then what make again gb? they are fast and small to avoid hit from heavy gun,but too strong to destroy them with the antifighter guns.
and when bs get stronger,you need all ships get stronger and that will then never end
Also, if we go by the WW2 analogy, fighters and bombers would be the be-all and end-all, since the aircraft carrier became the most useful ship during this war.
I don't get why people come up with WW2 or any other real-life references. The game is set in distant future, space combat, and as a matter of fact doesn't follow real world physics, so what is it all that about? In my opinion it only comes down to the point of balance between ships, weapons, combinations and situations. Not to mention severe technical limitations of the engine and closed-source nature. Everything else is largely irrelevant.
Might as well go and try your idea first before coming up with it in public. Many people come up with ideas that are impossible to implement in Discovery due to amount of limitations in place. Mod it, test it with friends and see how well your idea works, if it works at all, as you imagine it would.
yea - much easier to compare Freelancer BBs to other scifi themes like.... even star wars or battletech. battleships are simply big fortresses in space with enough firepower to cause really really much trouble to allmost any enemy force that hasn t got battleships. - battleships in babylon 5 are nice, too... a bit weaker than in other shows, but they are maybe more like FL BBs could be.
' Wrote:in WW2, for destroying battleship was needed max 13 torpedoes (sharnohrst was so projected) but in real all ships was sunk with only 3-4 hits.some more as yamato(10 and 5 bombs) or bismark.so inspiration for weapons from ww2 is not good i think:)
and range for guns 7k is great,but it is for nothing.when you shoot fot another bs on range 5k with 1000m/s projectile speed,he has 5seconds to strafe and i think is no chance to hit.so i think actual range is good.
but i like the idea of main guns-big damage and slow refire and the antifighter guns. but then what make again gb? they are fast and small to avoid hit from heavy gun,but too strong to destroy them with the antifighter guns.
and when bs get stronger,you need all ships get stronger and that will then never end
nah..if the weapon changed..that won't happen..because if you have 1.2Km/s speed..hiting a gunboat is not a problem..and gunboat will die in 2 shot by battleship main gun...(well..this is the balance between hard to hit and you have to be very careful to make your disicion..)..
and now..we have counter measures for torpedo/missile ( in RL and FL..)...and in space..using anti-fighter gun to intercept torpedo is possible...so that's why i sugguest make torpedo's speed abit faster than now...and is fun to using fast refire rate gun to intercept missile/torpedo in turrret view...the important change is the weapon..the ship hull/shield change is for fiting the weapon change...
Have to agree with treewyrm here and may add that in most cases i read changes for only one part. There is no thinking about the whole balancing or if the sp campaign might be remain playable.
I have collected the experience, all low level ships are at the same position, they had in original Freelancer, while top level fighters and capships got one increasing after another. Stop that!
I know i have made the same suggestion like X-Lancer a while ago, but i do retreat from.
[Personal opinion] What discovery might want to consider is to create a template of various classes, and the sub classes within, agree upon the statistics that make each of those up, and then go and re-classify every ship with these newly agreed parameters. [/personal opinion]
Now having said that. It is allot of work to do. I am buried in spreadsheets right now doing the same for my own mod project. Igiss as a rule does not like re-doing things. Case in point, his refusal to remove old Star Wars models that have become redundant.
' Wrote:I don't get why people come up with WW2 or any other real-life references.
Sci-Fi authors have been doing it since the first books came out about space warfare 50 or so years ago. Hence why the houses all have a space "Navy". Off the top of my head Heinlein's "Starship Troopers" is one of the earliest written 49 years ago in 1959
' Wrote:I don't get why people come up with WW2 or any other real-life references.
Because it's a good frame of reference.
More importantly, what idiotic space military would build a capital ship that couldn't defend itself with light weapons when they're lying about the shipyard? It's as much common sense as anything, suspension of disbelief and all that.
Not having a framework (as NEXUS suggested above) makes for a mess of balancing problems and ship classification confusion. I'd rather see it modeled on something solid that has actually been tested in combat IRL.
"To gain a hundred victories in a hundred battles is not the highest excellence;
to subjugate the enemy's army without doing battle is the highest of excellence."