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  1. We all know that the accuracy system is in desperate need of an overhaul. Here's my idea of a system to replace it, which should be feasible from a programming point of view and accurate to history. I think the best way to describe my proposed system is by example: Ship X fires at Ship Y. Upon firing, the game calculates the flight time of X's shells and predicts where Y will be that many seconds in the future based on Y's current speed and heading. At that point (a literal point on the XY grid representing the predicted center of Y) the game will generate two dispersion circles. The first circle, called the Fire Control dispersion circle (FC Circle) represents the accuracy of X's FC systems and is centered on Y's predicted location and generates a point using a random dispersion algorithm (this generated point is where X thinks Y will be). The second dispersion circle is generated on the point created by the FC Circle, this is the Gun dispersion circle and all shells from X will land there. As the shells are physical objects in the game the game can track which compartment the shell hits, if it hits, and do the pen/damage calculations there. Modifiers for the FC Circle: Base accuracy determined by Tower(s) First ranging shot (200% debuff) Second ranging shot (100% debuff) Shots on target (25% buff) [% probably needs adjustment] Under fire (40% debuff) [% probably needs adjustment] Weather (debuff ranging from mild to severe, reduced by radar) Technology modifier (Highly variable buff) Primary FC destroyed (technology buff reduced by 1/3) [located in hull behind main belt] Secondary FC destroyed (technology buff reduced by 2/3) [located in hull behind main belt] {some ships, like CLand DD, don't have a sec FC; in that case if the FC is hit both are considered destroyed} Rangefinders damaged (50% debuff) [Primary OR secondary tower destroyed] Rangefinders destroyed (100% debuff) [Primary AND secondary towers destroyed] {If ship has only one tower the rangefinders are destroyed with the tower} Conning Tower destroyed (20% debuff) Turning beyond 5 degrees resets ranging shot count (need to fire first and second ranging shots again) Ship obstructing view of target (50% debuff) Smoke obstructs target (200% debuff, negated by radar) Radar (150% buff) [Has a chance of being destroyed by battleship caliber guns (12" and higher) firing, the larger the gun the higher the chance. Gen 2 radar has reduced risk of being knockedd out by own guns firing] Radar destroyed (radar bonuses removed) [caused by own guns firing, critical hit to main tower(?), or main tower destroyed] Modifiers for Gun circle: Base accuracy determined by gun Ship instability (variable debuff derived from fore/aft and starboard/port offsets combined with hull base value) [battleships are naturally very stable, CLs and DDs are naturally quite unstable] Damage instability (variable debuff derived from amount of flooding damage) Sea state (debuff ranging from milld to severe) Turret(s) damaged (# of turrets damaged/100% debuff) [Turret indicator at least yellow, I.e if a ship has 2 turrets and one gets damaged it takes a 50% debuff. If both are damaged its a 100% debuff] Swamped (25% debuff) [turrets taking water due to low freeboard, possibly caused by flooding damage or very rough seas] Notes: Each gun caliber has its own dispersion circle. Primary batteries and Secondary batteries have separate FC systems in order to allow for independent targeting. Close readers will notice that its possible for ships to dodge incoming shells by altering course and/or speed after being fired on. That is both intentional and historically accurate, and it means that small, fast, and nimble ships, like CL and DD can dodge main gun batteries of capital ships at long range. However the shorter flight time and higher RoFs of smaller caliber guns, like 4", 5", and 6", are much harder to dodge. For those wondering why you'd need to make ranging shots again after turning, that's exactly what captains needed to do IRL after turning.
  2. Because of the recent testserver changes. This might fit well. Complete chat Overhaul no global chat no nation chat In port: - real time Chat between all present captains is allowed - you can write on the port blackboard to leave a message this message last 2rl days has a total amount of xy letters and just one per captain per each port is allowed. - writing to other captains not located in the same port takes time. Message arrives xy mins after being sent and only when the captain enters any port. But the receiving captain will get a notification that a post ship will arrive soon. In OW: Real time Communication between all captains of the same nation in viewing range is allowed. Everything else is forbidden. In Battle: Same as OW
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