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clan Ability to replace an inactive clan commander
Jarod997 posted a topic in Player Feature and Gameplay SuggestionsWarships community It's in Wargaming's "Clan EULA", section 7 that Wargaming can not "interfere" in clan management. While I can appreciate that they're trying to CYA, even though they could try to do some well meaning actions, it could come back to bite them in the butt. Fair enough. So what happens now when an active clan has a commander that stops playing (either because they don't want to, or because, let's be real here for a moment, they've died). There's nothing the clan can do other than to drop all the players and start a new clan with a new name, because the clans name is still tied up with the inactive commander's account. Because WG can't interfere, they are unable to change the old clan name, unable to boot the commander, unable to demote the commander, they're just plain unable to do anything - even if they wanted to. What I'd like to propose (and I'm sure I won't get it correct the first time), is a system where the clan has the ability to: Remove an inactive Commander after, A pre-set period of inactivity, or, Some period of inactivity the clan sets (pick from a pre-made list, for example, 30, 60, 90, 180 days) Promote an Executive Officer to Commander, Given a majority vote by existing XO's The vote which time's out after, Everyone has voted, or, Some time has expired (7 days?) These terms would be visible to new recruits before they join a clan. Maybe players don't want to join a clan if the Commander can be "afk" for 175 days, pop in for 5 minutes, then take off again for another 142 days. Don't like the terms? Don't be a Clan Commander then. This system gives clans the missing clan management ability to do what Wargaming can't (and frankly won't) do. If they won't help us with this, then we as clan officers need some sort of ability to do it ourselves. There are some fine details to work out, sure, but the meat of the subject is posted between the lines there. It's been six years (Happy Birthday), and I'm shocked frankly, that this hasn't been addressed yet.
Enhancing or Fixing the Grozovoi game play experience.
Captain_Crooked_ posted a topic in Player Feature and Gameplay SuggestionsAs it stands, as most people can agree, the Grozovoi, from what I can gather from a large variety of players, the Grozovoi is a bit... boring. Anything she can do other ships can do better, and as such, could use some mixing up to her statistics, and I personally have one that could give a superbly unique feature to her. This change would update her to the new meta's since her introduction to the game. She did recently get a repair party, but that isn't unique, as that is what the RN DDs have too, and I would argue that despite this change, Daring has better survivability. I would like to see optional main armament, with a particular turret design in mind. As it stands, the Grozovoi has been equipped by WG the 130 mm/58 SM-2-1 turret, an appropriate turret choice to fit the schematic design Project 40n, which calls for a twin , dual purpose, tri-axle 130mm gun. Now, I am sure we can agree, World of Warships is a bit of an alternate universe, one where all these designed/proposed ship designs were actually built. The turret I have in mind, if it had been built, and considered a successful design, I could image the russian navy replacing the 130 mm/58 SM-2-1 of the Grozovoi, and other similarly weighted dual purpose weapons on other ships. The Turret which I have in mind is the BL-127, a quad barreled 100mm/70 gunned tri-axle turret; The BL-127 was a turret designed to replace/upgrade installations of the SM-5 turret, which was present as the secondary armament on five Chapaev class and twenty Sverdlov class (Pr.68bis) cruisers. (In-game, we see the turret present on the Mikhail Kutuzov, the upgraded Chapeyev, and the upgraded Dmitri Donskoi) The BL-127 used the same identical gun barrels, fired the same ammunition, without adding a significant amount of weight to the ship. Why use this turret as an optional armament? Well, it would give a significant difference in just how she plays, something unique, to distinguish her from her counterparts. No other ship would be like it, in a destroyer having optional gameplay formats like this. . It would also give her other unique characteristics, in having the most number of guns on any DD, featuring gameplay similar to the Harugumo, but with 2 more guns, slower reload, and a heal. This is not to say the Grozovoi is in her current state underpowered, she is a very competitive all-purpose ship. Despite being ranked as the 2nd least popular T10 destroyer, she has the best Plane kill ratio at T10 for DDs, beaten only by the Kidd and Neustrashimy for overall DDs. Firstly, you downgrade your gun caliber to upgrade the quantity of fire power per volley. The BL-127 turret, on paper at least, supposedly retained the same 4 seconds reload that the SM-5 turrets had, now, WG can make changes on this front for balance reasons, perhaps 4.0 to keep it inline with the SM-2-1 turrets the Grozovoi already has. Which brings me to the point in that because this turret was never built or tested, WG can modify its stats to their hearts content to make it balanced. The gameplay would more resemble that of the Harugumo, the only DD in the game currently armed with 100mm guns. From playing her notable qualities/quirks of a 100mm guns is, for example, HE is not too effective against other DDs, unless you have IFHE. Just like any other DD, these 100mm guns would be quite the fire starter, I personally suggest a 4% chance for fire, as that would give the 12 gun broadside fire chance to set fire of 48%, which is average amongst the other T10 DD broadsides. Would such a turret swap physically work? In my personal opinion, yes, for the short answer at least. The long answer? Well, The SM-5-1, the turret the BL-127 was designed to replace, weighs 45.8 metric tons, the BL-127 turret however weighs 66 metric tons. This was, according to the engineers, not a problem and would not require any severe changes to the cruisers to implement this change. Now that is out of the way, the SM-2-1, which the Grozovoi is currently equipped with, weighs 57.3 metric tons. This means to have all 3 of these turrets replaced with the BL-127 would increase the weight of the Grozovoi by 26.1 metric tons. In-game, the Grozovoi currently weighs in grand total 3,849 tons. (I do not know if that is metric or standard tons) thus the increase on weight would be less then 0.7% weight increase to the ship. So for tonnage concern, the weight increase is negligible. As for the width of the barbette, the BL-127 was designed to have one that is 3.95 meters wide, as the SM-2-1, I cannot find the data on that front. But I would assume it is similar, and if such a circumstance had occurred in the alternate reality that WoWS exists in, a minor difference on turret ring size would be an easily retrofitted change. Both the SM-2-1 and BL-127 are tri-axled turrets, so the mounting should be compatible with minor modifications. The ammunition elevators I would not imagine taking up more room, probably even less room, assuming the Left pair and Right pair of 100mm guns each shared their elevator, assuming all 4 guns don't share the same munitions elevator in the first place. In-game statistics of BL-127 as a Primary Armament (These stats are just my own interpretation/estimations, based off of the closest approximations in the game, Harugumo's 100mm/65 Type 98 and the SM-5-1s turrets found on Kutuzov/Chapayev/Dm.Donskoi, plus corrections for balance) [square bracket indicates the stats of the SM-2-1 turret of the Grozovoi as of 0.7.6.0] Range: 12.3km [12.3km] Reload: 5.0s [4.2s] Fire %: 6% [8%] 180 Traverse: 16s [10s] Dispersion: 95m [107m] HE Dmg: 1400  AP Dmg: 1900  HE Vel. 1000/s [950m/s] AP Vel. 1000m/s [950m/s] In-Game Statistics of the BL-127 as an AA Armament (These stats are just my own interpretation/estimations, based off of the Akizuki's 100mm/65 Type 98 and the SM-5-1s turrets found on Kutuzov/Chapeyev/Dm.Donskoi, plus corrections for balance) [square bracket indicates the stats of the SM-2-1 turret of the Grozovoi as of 0.8.6.0] Number of explosions per Salvo: 6  DPS within a shell's blast radius: 1600  Continuous DPS within the action zone: 185  Range: 3.5km-5.8km [3.5km-6km] Hit probability: 85%  Final Comments: The biggest thing this ship lacks any characteristic to it that she is the best at. There is nothing this ship is better at then any other DD. Her survivability was increased recently by adding a repair party, but the Daring I feel is better with her repair party and the fact she takes less damage overall from having a thinner hull and better concealment meaning it gets shot less. Her offensive strength is pretty average, both for her mains and torpedoes. Her AA is really good, but without DefAA its arguable if she is the best or not. This re-armament choice would give the ship the biggest broadside, of 12x100mm, compared to the closest and most similar competitor, the Harugumo, which can fire faster to compensate, but only the grozovoi would be able to boast having 8 bow on guns. Or you know, you could divide the Grozovoi into a 2nd ship with these guns for a T10 premium.