Jump to content
Game-Labs Forum

InsaneOne

Ensign
  • Posts

    3
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

InsaneOne's Achievements

Landsmen

Landsmen (1/13)

0

Reputation

  1. Also as an additional thought differences in the design part between separate shell and propellants and quick firing guns as far as charge amounts and different penalties for trying to use multiple types.
  2. Has there been any thoughts to separating gun and ammo design from ship design? I'm not sure if it's because of engine or other technical limitations or more historical precedence. But it would be nice to have guns designed around certain ammo, and have ships be able to have multiple shell types, with obviously increased budgets for logistics to support wider varieties of shells and guns in the fleet.
  3. Going with the simulation group, I think it would be nice if aiming was done by a series of errors off of a perfect lead point, and done in steps. So essentially margins of error that cumulate along the steps of rangefinding, speed and direction finding, gun laying (with turrets sharing the same horizontal error across the guns in them), then timing with pitch and roll/stability (I think this would also affect RoF), with finally the spread of the gun itself. And then have the errors for range and lead be reduced with identification and shot correction, this would be hard to display as a % to hit though. Some of the penalties to accuracy that are already applied would naturally still exist in this model, range errors are far more detrimental when shooting at small targets and speed estimation errors cause more issues with fast ships
×
×
  • Create New...