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Belthorian

A CRAZY Idea for a ship event for Halloween. The Frankenstein event.

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Imagine this, an event called the Frankenstein event. You would log into a workshop with a toolkit. You would have a maximum amount of tonnage to work with and you could choose your ships variables. Size, Speed, Armor Protection, and Armament. EVERYTHING costs weight and you could design the ship of your dreams and try and fit it into the tonnage limit for each class. We could see some really heavily armed and armored ships that move at 8 knots. We could see 40 know battleships with 18 inch guns but cruiser armor. For the look of the ships you could divide a ship into 10 sections and you could cut and paste sections from whatever ship we wanted for crazy mashup designs. 

The Square of Size, Speed, Armor, Protection could be tweaked in an almost infinite manner resulting in some incredible user creations that perform really well to some designs that make us go what was he thinking lol. 

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That could be interesting and fun.  Kind of like the old MechWarrior games, but battle botes version!

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It's called Naval Ops: Warship Gunner 2, for Playstation 2.

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I wish that was in the game alongside the ship modules system. I've always wanted it. I would love to, say, be able to put 5''/38 singles on say, Clemson, or Wyoming (by of course, sacrificing guns and perhaps a bit of other stats). To those that say this wouldn't be historical, there's a lot of sips with configurations that they never had, and some that don't have configurations they did have. New Mexico for example never had the suite it has in game in real life, but the Montana design at one point did use the 1.1''/75. Imagine if you could take the 1.6''/56 guns off Montana and use the weight saved by replacing them with the 1.1''/75 (which has worse performance all around) to place 6''/47DPs on them (considered at one point) instead of the 5''/54, making them secondary monsters. While this may seem hard to balance, remember that each ship can only hold so much, according to tier and what it holds currently, and that the same gun tier for tier changes performance, as well, specialized designs may run into trouble, like an Arkansas-like design versus a carrier that can manual drop, or a Texas-like design versus a destroyer, so going too far into one thing can be difficult.

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That would be fun, especially imagining some of the monstrosities people would come up with. It would also be a nightmare to code though.

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I could go for that. Be interesting to see what gets dreamed up.

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2 minutes ago, Battleship_lowa said:

I wish that was in the game alongside the ship modules system. I've always wanted it. I would love to, say, be able to put 5''/38 singles on say, Clemson, or Wyoming (by of course, sacrificing guns and perhaps a bit of other stats). To those that say this wouldn't be historical, there's a lot of sips with configurations that they never had, and some that don't have configurations they did have. New Mexico for example never had the suite it has in game in real life, but the Montana design at one point did use the 1.1''/75. Imagine if you could take the 1.6''/56 guns off Montana and use the weight saved by replacing them with the 1.1''/75 (which has worse performance all around) to place 6''/47DPs on them (considered at one point) instead of the 5''/54, making them secondary monsters. While this may seem hard to balance, remember that each ship can only hold so much, according to tier and what it holds currently, and that the same gun tier for tier changes performance, as well, specialized designs may run into trouble, like an Arkansas-like design versus a carrier that can manual drop, or a Texas-like design versus a destroyer, so going too far into one thing can be difficult.

I think if Wargamming got away from stale gimmicky game play and let the players creativity take over maybe people would stick around longer. I agree with you that as a US Navy Vet the historical aspect of the game is what brought me to the table. I have since realized that it is not even remotely historical. I mean just look at the Russian ship lol. Turn it into a tier by tier design game, you would have to research different tiers of weapons, armor, engines, shells, etc, etc. Give you a blank canvas per class and tier and say design your best warship.

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Just now, _Lord_Scott_ said:

A Yamato with Akazuki or Shimakaze Torps and Cleveland AA and GZ AP bomber

lol ok, so what do you give up?

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I love the idea.  Sadly it wouldn't be feasible.  Maybe an alternative could be if WG did the Frankenstein'ing instead.

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3 minutes ago, Slimeball91 said:

I love the idea.  Sadly it wouldn't be feasible.  Maybe an alternative could be if WG did the Frankenstein'ing instead.

A alternate history, post nuclear apocalyptic even where mutants scavenged sunken warships to build a fleet of mashed up ships from various nations to become a area power that must be dealt with?

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i LOVE the idea....i only know warship gunner, and for the laugh and giggles, a modded KSP (kerbal space program), where i built a battleship that has great guns and AA, plus all of its secondaries are dual propose........sadly, its a single player platform, except if i build my own server to test the creation i have against other players....here's the link to it- https://steamcommunity.com/sharedfiles/filedetails/?id=1422476143&searchtext=

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30 minutes ago, KiyoSenkan said:

It's called Naval Ops: Warship Gunner 2, for Playstation 2.

and was also released for PS3 for digital download.


As for the idea, you choose the class, say Destroyer, you then choose parts from all the ships, in game, of said class. THEN, after all that work, to render a player made monstrosity would be far too taxing on the servers.

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1 minute ago, Counter_Gambit said:

and was also released for PS3 for digital download.


As for the idea, you choose the class, say Destroyer, you then choose parts from all the ships, in game, of said class. THEN, after all that work, to render a player made monstrosity would be far too taxing on the servers.

If a cheap game on the PS2 can handle it, than WG's far more advanced engine and servers can handle it.

 

Unless you're implying that BigWorld would be at home on the PS2 and isn't a current generation engine. Which I would believe.

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30 minutes ago, _Lord_Scott_ said:

A Yamato with Akazuki or Shimakaze Torps and Cleveland AA and GZ AP bomber

I was thinking of a Fletcher with Podviosky power plant and just one Yamoto turret. :cap_cool:

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Just now, DarkStormy said:

I was thinking of a Fletcher with Podviosky power plant and just one Yamoto turret. :cap_cool:

ROFLMAO your a Devil

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Sounds fun, but I’d settle for silly pirate themed permanent skins, say at tier 7

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9 minutes ago, DarkStormy said:

I was thinking of a Fletcher with Podviosky power plant and just one Yamoto turret. :cap_cool:

Yeah but a Fletcher could never support a Yamato Turret, I think a Yamato turret weighed more then the Fletcher.

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why not continue last years' theme, and make something like the yamato, harugumo, Worcester, and the midway the good guys, and the République, Grozovoi, hindenburg, and the hakuryuu for the enemies? and also have an escort mission thru the portal, and finish a  goal in the 2nd map in about 20 min match?

Edited by Submarine_M1

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46 minutes ago, Belthorian said:

Yeah but a Fletcher could never support a Yamato Turret, I think a Yamato turret weighed more then the Fletcher.

Yup, pretty common sense, there's no deck space, depth or anything for such a system to exist. It's not a trade off. It'd be like trying to put an Elephant trunk on a Cat. Forget making that Fletcher float, it might be able to, but would it float upside up...? How does it even move?

Replacing anti-air guns, secondaries, engine powerplants, armoring, etc are balanceable (also somewhat simple in comparison and makes sense). Maybe even consumables if you want to get spicy. 

Replacing main batteries may almost never be worth it even under such a system, or may have restrictions (like how Scharnhorst loses 3 guns when upsizing them), since most would require the ship essentially gutted if not designed for it (reminder the Iowa's had to have an entirely new 16'' gun designed for them because a different, also 16'' gun, wouldn't fit in the barbettes), since replacing a four deck tall barbette is... even harder than the engine powerplant! (New Mexico had her powerplant entirely changed in the 30s) but even if you could... an example, even under a system, replacing Wyoming's 12'' guns with Colorado's 16'' guns would simply ruin the ship's balance entirely if kept as double turret for double turret. Subtract the difference in weight between that 16'' gun and the 12'' gun and how much bigger a barbette the former needs  and then you get to pull that out of every ship system to compensate... resulting in a 10 knot battleship that can't withstand any other battleship at any angle or range.

Every system has a weight, heck, the 3''/50RF on the Deh Moin is the exact same size as the 1.6''/56 on Buffalo! "But American hot dog eater extraordinaire, doesn't that mean you could simply switch them if the mounts are the same size?" Well, not with the same numbers, the 3''/50RF was far heavier, it can't replace the 1.6''/56 in equal numbers since then your ship weight is above its tier and type limit! Now, if you wanted to replace the powerplant, giving a slower ship with less turn rate and acceleration in exchange...

Edited by Battleship_lowa

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1 hour ago, KiyoSenkan said:

If a cheap game on the PS2 can handle it, than WG's far more advanced engine and servers can handle it.

 

Unless you're implying that BigWorld would be at home on the PS2 and isn't a current generation engine. Which I would believe.

1. WSG2 was simplistic. Everything was grey, with some coloration for hulls with wooden decks, and that was it. The only addition of color on those ships came from the flags. Barrel lengths would appear to be the same, regardless of what caliber was chosen. So 10cm/45 had the same barrel length as 10cm/75 when rendered. Those AA guns, like the 20mm or 40mms, rendered with 3 barrels, regardless of how many barrels you actually selected. That's why PS2 was able to handle it. If you were to look at Naval Ops Commander, there was actually more to the rendering. Though barrel length remained relatively the same, the AA guns were rendered with the proper number of barrels. There was also more details in the hulls and decks and structures, of each ship as well. But unlike WSG2, Commander limited you to a single nation, chosen at the start of the game, and also didn't have as expansive of a campaign. Need to load up WSG1 to see how it rendered the different parts. WSG1 also limited you to a single nation.

2. That was also a poor attempt at making a joke, by using what I believe the Devs would tell us in regards to such an idea.

1 hour ago, DarkStormy said:

I was thinking of a Fletcher with Podviosky power plant and just one Yamoto turret. :cap_cool:

Do like the French, and put a cruiser power plant on it. Or go one step further and put a battleship power plant on it.

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Can I double the length of my Hindenburg’s barrels then, and follow up by installing the auto loader from the Dez Memez and increasing the armor on the extremities to 34mm and upper belt and central deck to 52mm. 

I would in exchange, remove the torpedo tubes and decrease the turret rear and bottom to 34mm, and sides to 90mm, and increase the front plates to 120mm and 165mm. As well as maybe dump the Sonar overboard (not preferable), and remove the secondary battery fire control systems (but not the AA fire control). 

Situation dependent, I may remove or reduce the gun count on the Y turret, but only if removing steering gear armor, shaving 5mm off the turtleback and main belt, and changing the 40mm bow plate to match the extremities doesn’t put me over the weight limit.

 

So, how did I do?

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Yamato Hull, loaded with Gearing's guns and Des Moines AA batteries, with Akizuki's 100mms as secondary armament... Bow tanking champion, as I will find a way to make as many of them fire forwards as possible. And for added measure, Pan-Asian's DWTs.

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