After all the gnashing of teeth and tears about the upcoming carrier rework (without knowing the detail), I figured we could try our hand at making an educated guess about what exactly Wargaming has in mind. Please note this is not the place to come to talk about how you hate the CV rework, the game, or life in general. If you wish to just complain, there is already a thread right here and please feel free to post your rage there. Note, you are more than welcome to complain in that thread AND post your guess in this one! :)
Anyone can post, although if you are actually privy to what that change is, don't. Aside from not being fair to the rest of us, you'd also lose your access to juicy secrets and no one wants that.
Here's how *I* think they'll implement it. And I admit how I'd like to see it. Note the whole elevation aspect which I REALLY hope gets added to the game.
- Two modes ... the standard full map mode (M) already in game, and third person point of view behind carriers or planes. Carriers and planes will still be selectable using number keys. Doing so will cycle the view between each one as well as which one you are controlling at the time.
- Carrier control will be done the same way as all other ships: Mouse to pan around, and WASD to move. R for DCP and T for DF. Basically, what it is now.
- Plane control on the other hand will be derived from World of Warplanes (or WT if you're more familiar with that): Mouse controls all movement with W and S for throttle and mouse clicks for shooting or dropping bombs.
- Map mode can be used to auto fly any squadron/carrier where you want it to go, with full waypoint control just as it is now. And on top of that, there will be an option to control *elevation* (more on that later). Climbing up will slow down the planes. Climbing down will make them go faster.
- You can only ever directly control a single unit at a time. So no issuing commands to multiple units all at once like you do currently. One squadron will need to finish a bombing run before you can switch to another unit to do a bombing run.
- Inactive units (the ones you are not controlling) will steer clear of enemy AA. So if you have a squadron in holding position and an Atlanta pushes forward, that squadron will fall back to safety out of that AA bubble. Those planes can still take losses before that happens, though. Planes will not be invulnerable.
- Bombers can fly very high, as in way above AA cover. But they will simply not be able to bomb anything at those heights. They will need to drop down.
- Torpedo bombers will have trapezoid style drop pattern like they do now. Above a certain height, that pattern will be red indicating they can't drop torps into the water without them simply detonating on impact. They will need to fly much lower. Once they are in the green zone, the lower they drop, the tighter the pattern gets. But obviously if they are very low, they'll be flying through heavy AA. The further out the drop, the water the pattern at target like it is now. Torpedo bombers will not be able to accurately drop from outside AA range, so Wargaming will likely make that drop pattern quite wide.
- Dive bombers will use an aiming ellipse or circle just like it is now. Drop from too high up and that circle will be HUGE and you'll be very unlikely to hit anything. Drop from too low and you risk getting shredded by AA before getting the drop off.
- In both cases, it will show you where the bombs/torpedoes will actually go rather than just a point on a ship. It's not auto click. You need to choose where it lands. BUT just like for the rest of the ships, there will be a time on target so you can try and judge where those bombs will land based on how fast you think the target ship will be sailing or whether you think they'll try a turn and dodge.
- As you can see, this will indeed be very skill based, but very different from what it is now. The dropping and time on target will be much more familiar to surface ship players who will have an intuitive understanding of "ship will be here in 5 seconds, so I'll lead by x amount". And current CV players should have no troubles understanding it except instead of the current "dive bombers will overhead at this time", it'll be more like "dive bombers release bombs which will on target at this time"
While the above I find likely based on what we heard, this section on fighters is pure guesswork. Overall, I don't believe you'll have the full manual control on fighter engagements like you will with bombers. But knowing HOW to control those fighters will still be very very important.
- Like bomber squads, fighters can change elevations. This is very important.
- If you use M (map) to tell the fighter where they will go, they will go to that spot and create an area of control. Within that area, they will attack any and all enemy planes that enter it.
- You can also select a target for those fighters to defend. Either a ship or a friendly bomber squad. Or even another fighter squad if you wish to have multiple fighter squads clumped together. This could be useful by placing a fighter squad around a friendly cruiser's AA bubble where the double whammy of fighters and AA could make extremely short work of enemy planes.
- You can also simply click on enemy bombers to force your fighters to chase them and engage everything around those bombers. Same with enemy fighters. This will be the ONLY way that your fighters will engage with enemy planes within enemy AA. Might be worth it. Might not. You decide.
- Enemy bombers that get engaged by fighters will automatically slow down but still keep pushing to indicated destination. They'll of course defend themselves with their tail guns. This is very similar to what we have now.
- Here is the tricky part: If the fighters engage a target at lower elevation, they will drop down to that level and have a significant DPS boost. If they engage an enemy at higher elevation, they will rise to that elevation but have a DPS penalty. This is basically an abstraction of the concept of energy in fighter engagements. Remember that it slows down your plane (horizontally) to move up to a certain elevation, so if you're in a hurry for fighters to go anywhere, you may need to fly low to get there fast, but there will be a penalty. Note, this also applies to fighter on fighter engagements. If one fighter squad has a big altitude advantage over another, the lower planes will die much quicker. Don't engage in dogfights with fighters above you! Fly your fighters towards friendly AA first!
- I'm not sure they'll offer direct manual control of fighter squads in third person view. Could be that they'll be limited to M (Map) control, although you'll likely be able to go third person to watch the action up close.
This is actually fairly easy!
- Spotting range on ships and torpedoes will be the same by sea AND air.
- But spotting will be dependent on height too now. So if a DD's spotting range is 6km, you're never going to spot them if you fly too high. And remember, it's 6km in a straight line, so think trigonometry here. If you're flying your planes at 6km, you'll spot that DD when you're literally flying *directly* overhead. Want to spot them sooner? You'll need to drop down. So do you drop lower, lose energy and risk falling into an AA bubble just to spot that elusive DD in A cap?
- As you can see, DDs will be A LOT harder to keep spotted than they are now. And you won't be able to spot torpedoes at all unless you're flying 1km above that DD, lol. And if you fly your planes too low, enemy fighters attacking them will be at a huge advantage.
So yeah, that's about it. Was fun brainstorming this. The above keeps things fairly complex, but removes the really nasty levels of micro and entirely removes fighter strafing from the game as losing three full squads in two seconds is no fun for anyone.
What about the rest of you? How do YOU think it'll be designed? Toss in your thoughts!