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IfYouSeeKhaos

Pilots worth XP

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This idea was originally suggested by @Snargfargle & elaborated on by @Wolfswetpaws

The concept can only work in either a scenario or potentially in a competitive mode (I think it would be a potentially skillful addition to a competitive mode personally). I'll elaborate at end why it won't work well in random battles (basically would give flak dodging unicums too much of an advantage over noob CV players...w/that said maybe an elaboration at the end may not be needed after all).

When planes get shot down the pilots should be able to be either rescued or captured for XP bonuses. (As most CV planes are shot down in enemy territory that is where the unicum flak dodgers will have the advantage).

As this will be potential XP (& to not have a potential "humans being killed" aspect to possibly mess w/the ratings) all pilots will be considered to have survived & successfully parachuted out & be represented by a white dot on the screen (where planes crash down...nearest point of water for those that crash on land) that will be "farmable" just by passing ship w/in "potential damage" range (.7km). (Alternate more complicated concept added below***).

 

XP will be rewarded for any pilots "farmed" & team XP will be rewarded for capturing enemy pilots.

If sunk any enemy pilots farmed will "escape" (& game score will be altered accordingly at that time) & be deposited in the water where ship is sunk & be farmable again (friendly pilots are considered "rescued" & become part of crew when farmed & go down w/the rest of the crew when ship is sunk & don't get redeposited back in the water when ship is sunk).

Planes that are not shot down (consumables that return to ship after time expires or planes in CV squads that survive) don't lose their pilots of course but ships that have their pilots shot down get a double...or even triple...wide (1.4 km...or 2.1km...instead of .7km) radius for retrieving their own pilots that do get shot down.

Captured pilots give the capturing team an XP boost to team score that can only be removed by sinking the ship & allowing the pilots to "escape" from capture. "Escaped" pilots are only "rescued" if farmed by a teammate & may be captured again as long as they remain in the water...but team score is only effected by "captured" pilots that have not "escaped" & the team XP can only be retrieved by sinking the red ship w/your team's pilots.

Rescueing your team's pilots only gives a personal XP boost to the person that rescues them & doesn't affect the score of the game.

This can effect end of game score on a battle that goes down to the wire but killing all ships still gives a win regardless of course so in competitive modes it can be either farmed or ignored for the kill them all for the win strategy.

***The alternate concept would require needing to stop your ship near downed pilots to retrieve them & rescuing taking less time than capturing w/alternate time limits based on ship type &/or nation & even commander skills added to adjust the times...but any details on that (as well as how much XP value in any case) would need to be determined by the devs as I just liked the concept but haven't got a thoroughly flushed out implementation plan worked out for it.

A scenario would be a good proof of concept starting point & along with a competitive mode it could be implemented in co-op but as co-op is a testing ground for random & it doesn't seem to be a feasible random mode concept I'm leaving co-op out of the suggestion.

Also...it would need to be a CV mandatory competitive mode as there wouldn't be enough planes in a non CV game to make it worthwhile to implement.

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Add on to rescue mechanic: 

Downed planes will result in the number of crew being able to be rescues. For EX: a downed TBF avenger with a crew of three will have three people able to be picked up. The three crew will be bunched together but over time will slowly drift apart.

Xp gain from each person rescued is fixed at 50 xp per person, with additional 10 xp if cited up within 1 minute of being downed.

 

Mechanic: rescue planes

in the Cv mandatory game mode, all battleships and cruiser will receive rescue floatplanes of their respective era, such as WW2 era USN ships receiving kingfishers floatplanes.

 

these planes will circle a 7 km diameter pattern, and will latch onto plane crews within 8 km. There will be a set of two planes, each capable of holding 6 crew memebers, and an additional plane will be launched with the commander skill for catapult fighters.

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Great idea(s) if this was WOWP.  Next you'll be asking if a sunk ship can have the survivors picked up.  Then let us add some sharks.  Maybe some seagulls to circle overhead.

 

This is a PvP game for ships and CVs already have enough special mechanics, and don't need additional bias.

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Thanks for mentioning myself and @Snargfargle, @IfYouSeeKhaos.

"Proof of concept" already exists in the Scenario Operation:  Aegis.

One of the secondary tasks is to save the Commander of the Shchors, if the ship is sunk.
Any ship can perform this task, by sailing into a green circle that appears on the water where the Shchors was sunk.

Therefore, float-planes are not a requirement, because rope-ladders or motor-boats or whatever could be lowered from the player's ship.  So re-equipping ships that don't have float-planes or flying-boats is unnecessary, @Boomer625
A player's ship would merely need to be within proximity of the pilots or crewmembers in need of rescue.

Sea-plane Tenders have been discussed on the forums as possible new ships for players to play in the game.  In addition to ASW roles, the planes of Sea Plane Tenders could perform search & rescue.

Spoiler

{Also playable cargo/repair has been discussed elsewhere on the forums.  I pitched the idea of playable repair ships directly to WOWs representatives on an Anchors Away Tour aboard the USS Massachusetts.}


 

Quote
Task Priority Details Requirement Pins Earned
Primary “Take back allied ships and protect them en route to their destination.” Rescue allied ships and escort them to the waypoint marker. N/A
Secondary “Save cruiser Shchors or save the commander of Shchors.” Do not allow the friendly Schors to be destroyed. If destroyed, save the commander by approaching the wreck. Campaign_pin.png
Secondary “Destroy five enemy ships in two minutes. ” Destroy five enemy ships within two minutes. Campaign_pin.png
Secondary “Capture a strategic area.” Capture the strategic area. Campaign_pin.png
Secondary “Destroy three enemy aircraft carriers.” Destroy three enemy aircraft carriers. Campaign_pin.png
Secondary “Save all transport ships. ” No transport ships are sunk. Campaign_pin.png

https://wiki.wargaming.net/en/Ship:Operation_Aegis

 

3 hours ago, Laser_Beam said:

Great idea(s) if this was WOWP.  Next you'll be asking if a sunk ship can have the survivors picked up.  Then let us add some sharks.  Maybe some seagulls to circle overhead.

 

This is a PvP game for ships and CVs already have enough special mechanics, and don't need additional bias.

:cap_hmm::cap_book::cap_yes::cap_like:  Rescuing sailors in the water, could be a part of the concept.  Perhaps it would be particularly welcome by the crews who sail the Indianapolis?


I understand that some people are already maxed-out with the current game features and don't have enough attention span left to pursue additional goals within a battle.
However, other people would like some variety to add spice to their life.

Search & rescue was a real aspect of time period that World of Warships is inspired by.

With the future addition of Submarines, the forum discussion of the hybrid ships Tone and Ise, and forum discussion of Seaplane Tenders and playable Repair Ships, the notion of rescuing pilots & crewmembers appeals to some players.

Whether or not it is ever introduced, or only introduced in Scenario Operations, remains to be seen.



Tagged for @Hapa_Fodder and @Mademoisail

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1 hour ago, Wolfswetpaws said:

Thanks for mentioning myself and @Snargfargle, @IfYouSeeKhaos.

"Proof of concept" already exists in the Scenario Operation:  Aegis.

One of the secondary tasks is to save the Commander of the Shchors, if the ship is sunk.
Any ship can perform this task, by sailing into a green circle that appears on the water where the Shchors was sunk.

Therefore, float-planes are not a requirement, because rope-ladders or motor-boats or whatever could be lowered from the player's ship.  So re-equipping ships that don't have float-planes or flying-boats is unnecessary, @Boomer625
A player's ship would merely need to be within proximity of the pilots or crewmembers in need of rescue.

Sea-plane Tenders have been discussed on the forums as possible new ships for players to play in the game.  In addition to ASW roles, the planes of Sea Plane Tenders could perform search & rescue.

  Reveal hidden contents

{Also playable cargo/repair has been discussed elsewhere on the forums.  I pitched the idea of playable repair ships directly to WOWs representatives on an Anchors Away Tour aboard the USS Massachusetts.}


 

https://wiki.wargaming.net/en/Ship:Operation_Aegis

 

:cap_hmm::cap_book::cap_yes::cap_like:  Rescuing sailors in the water, could be a part of the concept.  Perhaps it would be particularly welcome by the crews who sail the Indianapolis?


I understand that some people are already maxed-out with the current game features and don't have enough attention span left to pursue additional goals within a battle.
However, other people would like some variety to add spice to their life.

Search & rescue was a real aspect of time period that World of Warships is inspired by.

With the future addition of Submarines, the forum discussion of the hybrid ships Tone and Ise, and forum discussion of Seaplane Tenders and playable Repair Ships, the notion of rescuing pilots & crewmembers appeals to some players.

Whether or not it is ever introduced, or only introduced in Scenario Operations, remains to be seen.



Tagged for @Hapa_Fodder and @Mademoisail

This was also in Operation: Dynamo.  If one of the ships carrying troops got sunk, your ship could pick up the survivors.  The longer it took for you to get to the rescue zone the more friendly troops you lost.

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1 minute ago, HamptonRoads said:

This was also in Operation: Dynamo.  If one of the ships carrying troops got sunk, your ship could pick up the survivors.  The longer it took for you to get to the rescue zone the more friendly troops you lost.

Thanks.

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8 hours ago, Laser_Beam said:

Great idea(s) if this was WOWP.  Next you'll be asking if a sunk ship can have the survivors picked up.  Then let us add some sharks.  Maybe some seagulls to circle overhead.

 

This is a PvP game for ships and CVs already have enough special mechanics, and don't need additional bias.

Thanx for the reply...not just looking for agreements but to hash out any objections also.

Actually the part about the idea that appealed to me was even if a CV ruined somebody's whole game by concentrating on them they could at least potentially farm some XP off of his pilots.

(Actually forgot about operation Dynamo where those in water can be lost eventually so this next paragraph is a moot point but leftitin to show how my thought process was working at the time I added it)...There is a rating system for games that doesn't allow little kids to play if there is any human deaths depicted (rating turns to T for teens or some such) so the sharks idea is a no go...or even having the icons depicting plane crews eventually fading away so once they're implemented (if they ever are) they would need to stay implemented through the whole battle to not mess w/the rating.

Edited by IfYouSeeKhaos

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8 hours ago, Boomer625 said:

Add on to rescue mechanic: 

Downed planes will result in the number of crew being able to be rescues. For EX: a downed TBF avenger with a crew of three will have three people able to be picked up. The three crew will be bunched together but over time will slowly drift apart.

Xp gain from each person rescued is fixed at 50 xp per person, with additional 10 xp if cited up within 1 minute of being downed.

 

Mechanic: rescue planes

in the Cv mandatory game mode, all battleships and cruiser will receive rescue floatplanes of their respective era, such as WW2 era USN ships receiving kingfishers floatplanes.

 

these planes will circle a 7 km diameter pattern, and will latch onto plane crews within 8 km. There will be a set of two planes, each capable of holding 6 crew memebers, and an additional plane will be launched with the commander skill for catapult fighters.

Thanx for the reply & alternate suggestions.

WG never lets you know exactly how much XP anything is worth which is why I didn't set any specific amounts but I like the idea of multiple crew as oppose to just pilots being added & a bonus to time to pick up.

***Don't wanna have drifting crew though as it could get too complicated graphics wise having all those extra moving elements to figure in not to mention the randomness of where they would individually float to over time.

The planes could be an addition but the limits on amount of pilots they can hold might get too complicated as I don't imagine it being a major time intensive process that distracts too seriously from actual battles & in case of a ship getting sunk that had a lot of pilots farmed it could take awhile to pick them all back up if the planes needed to keep launching...but then again it could be a good concept in the scenario aspect but in a competitive mode if it got too complicated it would just be ignored...trying to make it a feasible element that is viable as a strategy. (***Now that i think about it...if the amount of team points for capture was significant enough any concept could be flushed out to viability though...even needing to take extra time for multiple loads).

3 hours ago, HamptonRoads said:

This was also in Operation: Dynamo.  If one of the ships carrying troops got sunk, your ship could pick up the survivors.  The longer it took for you to get to the rescue zone the more friendly troops you lost.

I was thinking along the lines of ratings getting messed w/if human deaths were conceived of but that is an example where deaths were conceived & it got by so maybe that element could be viable...in which case crashes on land (especially into a mountain) could be lost crew & there could be time limits for rescue/capture added.

2 hours ago, Wolfswetpaws said:

Thanks.

The Schors scenario was a proof of concept but a different concept can be used also based off of the Dynamo concept of perishable people in the water...or even a completely different concept altogether so all suggestions are viable. With time limits to rescue/capture before crews perish the amount of team points could be increased to make it more worthwhile to try...but balancing to where it doesn't distract from the core basics of it being a shooty boat game is where it can get complicated.

We were trying to keep it simple but complicated w/viable points awarded for the difficulty factor can still be another way to go if they choose to.

Edited by IfYouSeeKhaos

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I can see this working in scenarios and maybe co-op, but PvP might be a tough sell.  If planes are getting shot down, they're going to be close to red ships.  As an alternative, you could try to rescue the crews of allied ships (similar to rescuing the Shchors.) 

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4 hours ago, IfYouSeeKhaos said:

Thanx for the reply...not just looking for agreements but to hash out any objections also.

Actually the part about the idea that appealed to me was even if a CV ruined somebody's whole game by concentrating on them they could at least potentially farm some XP off of his pilots.

(Actually forgot about operation Dynamo where those in water can be lost eventually so this next paragraph is a moot point but leftitin to show how my thought process was working at the time I added it)...There is a rating system for games that doesn't allow little kids to play if there is any human deaths depicted (rating turns to T for teens or some such) so the sharks idea is a no go...or even having the icons depicting plane crews eventually fading away so once they're implemented (if they ever are) they would need to stay implemented through the whole battle to not mess w/the rating.

Lol- yeah.  Forgot about Op Dynamo.   :cap_like:

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23 hours ago, Huascar_Pride said:

NOPE, all this is CV-nerf counter measures and should NOT BE allowed.

Not sure what you mean...are you saying it's a CV nerf/CV counter measure (this is what I think you mean)...or are you saying it's a counter measure to a CV nerf?

Either way can you explain what you mean?

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