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From time to time, people* make angry posts complaining about how strong fires are; that their metal floating city appears to be covered in petrol and burns to the waterline at the drop of the smallest match; it is totally implausible in the "real world" that such gnats of an enemy could seriously hurt, let alone regularly kill, such kings of the high seas. Chief amongst these complaints is that - unlike AP - there is nothing they can do (angling, etc) that can stop these fires from sprining up all over the hull. My personal view is that fires are an important balance mechanism in this arcade game. It is essential that cruisers (and cruiser-destroyers, like the Russian DD line) have a means of engaging such a common type of ship because, otherwise, no one would drive cruisers - which means destroyers would run amok and battleship drivers would cry about the sea full of torpedoes from enemies they cannot see. And battleships wouldnt have anything they could 1 shot and watch the large damage numbers roll up on their screens. So, everyone loses. Why? I am concerned that WG's stoicism in front of the complaints is not sustainable. To pre-empt WG going over the top by gimping fire chance, fire damage (or anything similar) in their typically heavy handed/over the top way, it might be beneficial to consider practical alternatives that might mitigate the complaints but retain the core mechanism. Thus, I propose: The Fire Control Party Just as the Damage Control Party magically puts out all fires and flooding immediately ("realism"), and prevents new ones from starting within a certain timeframe ("realism"), but is subject to a cooldown, I suggest a new mechanic to help mitigate fires. Throughout, I am suggesting numbers to start a discussion - obviously, I would only support numbers that were reasonably balanced by in-game testing. What happens if the fire brigade was just across the street before a house fire? Would the damage be so bad? In this naval context, imagine a fire surpression team that, if they were on site when a fire just starts, they have a chance to put the fire out before it takes hold. How this could be represented in game: All ships come with a Fire Control Party. Divide the ship up into four separate sections, each matching the same places the fires can start (bow, forward superstructure, aft superstructure, quarterdeck). For those using the Tier 4 Captain Skill 'Fire Prevention', I propose that your ship would still be four sections, but the Fire Control Party would be considered located in both superstructure sections. If a Fire Control Party is present in the section where a fire has just started, a 20 per cent chance to extinguish the fire after 5 seconds. The player controls which section the Fire Control Party is present in (eg, pressing Shift+W to move them forward, and Shift+S to send them aft, similar to how engine throttle works). It takes time for the Fire Control Party to move from section to section (outlined in the table below). If a Fire Control Team is travelling, it is not in effect (ie, unlike the Duke of York's men, it is neither here nor there). Potential for a national flavour variable - certain nations have excellent/garbage Fire Control Parties with buffed/nerfed abilities. Travel Time - reflecting the idea that bigger (longer) ships take more time for people to run from bow to stern (and back). Class Time (s) Destroyer 2.5 Crusier 5.0 Battleship 7.5 Carrier 10.0 (Ie, given they are already in place, it would take 3x 2.5 = 7.5 seconds for a DD to go from bow to stern, or 3x 10 = 30 seconds for a CV). Pros and Cons Pro Pro: Deals with fire-crying without going over the top. It also has some logical basis. Pro: Importantly, provides some degree of player control to the chance of mitigating fire. This means that good players who can anticipate the likely place a fire will start can, in advance, redistribute their resources to help reduce the damage. Terribad players will continue to be terribad. Pro: Importantly, the player who started the fire will still do some damage (though only, eg, 5 seconds). This means fires still start, and fires on ultra-low HP ships will still be fatal. Pro: Fire damage could actually increase, if people wait 6 seconds to see if the fire goes out from this mechanic before they hit Damage Control Party. Pro: There is still strong incentives for survivability builds to reduce overall damage from fires (and flooding), thereby not junking people's existing builds. Pro: Potential for national flavour that can be a proxy for seamanship/experience/readiness (eg, high for Royal Navy, low for Soviet Navy). Con Con: It gives into the crying about fires. Perhaps WG was just going to ignore the pleas forever? Con: More complicated than doing nothing at all. Con: Crap players will continue to be crap and will continue to complain about fires. At least, now we'll be able to put some blame back onto the player in question. Con: Still RNG/chance based in a game with lots of RNG rolls. Praise be to RNGeesus. Others? I would be grateful for your views, particularly to improve the idea so that it isnt rubbish. Discuss. *Battleship drivers. Yes, I used the term loosely. To assist you in calling me, derisively, just a BB main complaining about fires, here is a link to my Warships Today page.