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RE: Naval "Gun Value" for Ships

 
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RE: Naval "Gun Value" for Ships - 9/15/2016 3:46:51 PM   
m10bob


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From: Dismal Seepage Indiana
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Just one of the great concepts of our game.

I am sure a thread could be created identifying good reference sources for the 'purists" amongst us...especially we retired types with the time to fool around...?

I did create such a thread for the original WITP years ago, but many of the sites I listed then are no longer active.

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RE: Naval "Gun Value" for Ships - 9/16/2016 5:09:43 AM   
Yaab


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From: Poland
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I for once would like to see the dynamic gun value in the ship screen. I do not understand the rationale behind the present static gun value.

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Post #: 32
RE: Naval "Gun Value" for Ships - 9/16/2016 6:27:26 AM   
BBfanboy


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quote:

ORIGINAL: Yaab

I for once would like to see the dynamic gun value in the ship screen. I do not understand the rationale behind the present static gun value.

Difficult to do in a way that gives a fair measure of each gun's potential performance. E.G. - what time scale for the firing? A QF gun could put out a lot of rounds in the time a BB fires one and reloads.

What about ammo available at the time of viewing the stat. After a bombardment the gun's potential is less if the combat will last longer than the ammo - but what if the ammo is still sufficient for the combat? All this is unknown until the combat happens.

What about accuracy? This is not a linear function with range - larger guns can retain their accuracy better over longer ranges than smaller guns. So the potential of the gun in combat varies with the combat range.

I am convinced there are too many variables to give a "true dynamic" gun rating that would apply in every instance.

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Post #: 33
RE: Naval "Gun Value" for Ships - 9/16/2016 7:57:03 AM   
Yaab


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OK, semi-dymanic then. Broadside salvo meaning all undamaged turrets which can fire both sides + guns firing to one side. Ammo not factored. Thus, my Dec 7, 1941 DD list in PH would look like this: 110, 55 and 34 gun values instead of 62 gun values. These three values tell me that my DDs fall into the three categories: hard-hitters, average and escort stuff. I can then easily pair the hard-hitters with CL Brooklyn class to form a raiding/bombardment TF. This game is great, but any way to reduce the clickfest would make it greater.

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Post #: 34
RE: Naval "Gun Value" for Ships - 9/16/2016 2:24:19 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
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Speaking of ammo for bombardment and ammo for ship to ship battles....The editor allows each weapon to have an "armor" rating vs a "soft" rating..
Perhaps if naval guns were given 2 separate load outs...one for bombardment, the other for naval battles, (as IRL)..
Could a land target be designated "soft" in spite of terrain which would allow the separate types of shells to be carried?
It is not historical for a battlewagon to expend AP rounds on a shore bombardment, and then be forced to avoid a juicy enemy AK convoy arriving at the same target, LOL

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