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theanhtb

New Idea: Catching-fire-meter bar

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First, sorry for my potato English. Me no England speak

 

We are all aware of the spamming HE and being lit on fire problem. We get that HE is the only hope most cruisers and DDs have to fight BB.

But what makes people frustrated is the RNG involved with fire. Get 1 hit from a puny 127mm and you can be set on fire; Unload 50 rounds of 203mm on a BB and didn't scratch his paint; and most of all, ambiguous fire chance and fire prevention mechanic which no one has any idea how that work. Player has NO CONTROL of their ship condition

 

So to fix this issue, I propose the Catching-fire-meter bar (or whatever it should be named).

Simple mechanic, the more HE rounds you take, the more the "bar" will move up to a certain critical point, where the ship will be set on fire.

  • You take 1 small 127mm HE round, the "bar" moves up 1 "unit"
  • You take 1 bigass 203mm Japanese HE round, the "bar" moves up 10 "units"
  • German 203mm is the worst, the "bar" only moves up 7 "units"

 

To stop the bar from reaching the "on fire" point, you have to stop taking HEs shells.

The rate of the bar going down will be depended on the ship type (or nation).

 

By following this mechanic, people will NEVER have a chance to complain that they are constantly being set on fire.

There will be no 1 hit 1 fire
There will be no 1 million hits and no fire

There will be A MEASUREMENT tool for people to see how "critical" their ship condition is, thus, give players more CONTROL!!

 

So what do you guys think? Do I deserve a cookie for this idea :smart_fish:, or should I go back to the gular :nerv_fish:

 

Questions that people in this thread asked about this idea (so far):

 

in before a Cruiser complains they got the bar to 99% and a dd came along with 1 shot and lit the fire.

 

i'm not fond of this idea... fires are RNG based... if you're a BB and extinguish a single fire.. then you deserve the other 3 that get put on you after your damage control is on cooldown.  :hiding:

 

Same as me mowing a BB to 100 health and a DD pops up and steals the kill. Too bad bro
Or, if 2 ships shot at me at the same time. Ship A "contributed" to 70% of the bar, ship B did 30%, then ship A will receive 70% of  exp

 from burning me down 

 

 

I actually like this idea. It would give players an indication they're going to be set on fire and ways to control it. One question though: How would being set on fire in multiple places work? Would there be a separate fire bar for every spot on the ship? Would it work as when a bar fills it makes a fire than goes to 0? Which then creates another problem: where would that fire be set? 

 

About the multiple fire locations question:
If the bar reaches critical point the 1st time, you got set on fire at the middle, or wherever the last HE shell landed
When the bar is filled again, you got 2nd fire, and it will be where the last HE shell landed. If the last shell landed on the "on fire" location, section next to it will be on fire since fire does spread out :smart_fish:

Plz gib more questions, so we can actually make this a viable idea for WG to look at.
Unlike WoT, WoWs team actually listens to customers, so there is hope, people! :izmena:

 

 

@OP: If I understood it right, the idea is to always start the next fire if N HE rounds hit the target (N = 10 or 20 or something like that)? This would be very difficult to balance - if N is too high cruisers will become useless, and if N is too low everybody including BBs would just switch to HE.

 

Nope, not if N rounds hit the target, but N "points" accumulated to reach the critical, on fire point. Different rounds caliber, nations, or even ship types will have different points values.
For example:

  • Japanese 203mm is the best, it does 10 points
  • German 203mm is the worst, it does 7 points
  • Merican puny 125mm does 1 point, etc.

Different ships will have the different total N points. Like for Murica BBs, they are famous for good damage control party, they should have the highest bar, like 100 points. So if they take 10 hits from a Japanese 203mm HEs, OR 16 hits from German 203mm, then it will lit on fire

Again, those numbers are just for exhibition purpose. Actual values should be balanced by WG.

 

Edited by theanhtb
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I actually like this idea. It would give players an indication they're going to be set on fire and ways to control it. One question though: How would being set on fire in multiple places work? Would there be a separate fire bar for every spot on the ship? Would it work as when a bar fills it makes a fire than goes to 0? Which then creates another problem: where would that fire be set? 

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Should there be a citadel bar for cruisers too? Every time the battleship hits close to the ship, the citadel meter fills up? Part of the game is the RNG; it makes the game more interesting although I do agree it is annoying when one shell does hit and start a fire. You have to know how to use the damage control party in a reserved manner. 

Edited by MrEndeavour
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in before a Cruiser complains they got the bar to 99% and a dd came along with 1 shot and lit the fire.

 

i'm not fond of this idea... fires are RNG based... if you're a BB and extinguish a single fire.. then you deserve the other 3 that get put on you after your damage control is on cooldown.  :hiding:

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Actually sounds like a pretty sound concept, I think damage control should be kept in order for players to take a chunk away from the "bar" every so often. Again, having fires on multiple ship segments actually adds some degree of strategy to how you position your ship, aim your shots, and determine acceptable risks. I would either have fires do mare damage prompting people to want to actively avoid them, or reset the bar for a new fire once the first is set and like I said earlier make damage control only able to take away progress not put out fires. 

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While this is a mere idea in it's infancy, I am a strong advocate for the concept of fires being less RNG based. It is completely up to RNG how many fires you start and how frequently, which I take great issue with. Props to OP for at least getting this kind of thinking in people's sights.

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in before a Cruiser complains they got the bar to 99% and a dd came along with 1 shot and lit the fire.

 

i'm not fond of this idea... fires are RNG based... if you're a BB and extinguish a single fire.. then you deserve the other 3 that get put on you after your damage control is on cooldown.  :hiding:

 

Same as me mowing a BB to 100 health and a DD pops up and steals the kill. Too bad bro

Or, if 2 ships shot at me at the same time. Ship A "contributed" to 70% of the bar, ship B did 30%, then ship A will receive 70% of exp from burning me down 

Edited by theanhtb

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I actually like this idea. It would give players an indication they're going to be set on fire and ways to control it. One question though: How would being set on fire in multiple places work? Would there be a separate fire bar for every spot on the ship? Would it work as when a bar fills it makes a fire than goes to 0? Which then creates another problem: where would that fire be set? 

 

About the multiple fire locations question:
If the bar reaches critical point the 1st time, you got set on fire at the middle, or wherever the last HE shell landed
When the bar is filled again, you got 2nd fire, and it will be where the last HE shell landed. If the last shell landed on the "on fire" location, section next to it will be on fire since fire does spread out :smart_fish:

Plz gib more questions, so we can actually make this a viable idea for WG to look at.
Unlike WoT, WoWs team actually listens to customers, so there is hope, people! :izmena:
Edited by theanhtb

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I'm actually not entirely against this idea. 

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Intriguing.

 

Thank you for showing your interests :happy_fish:

Please share the idea with your fellow super-testers and discuss more aboot this, since you guys have a lion share of voice with WG :aqua: 

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It's definitely an interesting idea, though I'm not entirely sure how I feel about it.

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It's definitely an interesting idea, though I'm not entirely sure how I feel about it.

 

Well, the flame-throwing British light cruisers are coming. This could be a way to balance them :great:
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This isn't viable as it's limiting the number of potential fires and heavily skews things even more to the OP BBs especially as you climb the tier ladder. Random fires provide a measure of uncertainty for both players. DDs and cruisers can go 50+ hits without getting a fire and other times they can start a number of them.

 

Plus the whole concept of needing to stop the fire counter by not taking HE shells will just encourage BB players at all tiers to camp in the rear like the high level games. While it is an intriguing concept the unintended consequences will be severe. 

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Well, the flame-throwing British light cruisers are coming. This could be a way to balance them :great:

 

You should put it into Pigeon's suggestion thread, see what he thinks about it.

http://forum.worldofwarships.com/index.php?/topic/82113-feedback-and-thoughts-directly-to-pigeon-of-war/#topmost

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What if everything stays the same as it is now... with a minor tweak...

 

Fire damage increases over time...

right now if a fire is lit on a BB, said BB takes 300-500 damage a tick.. 2 fires and its double that etc..

However if fire damage increases over time... a single fire starts at say 50 damage first tick.. 75 for 2nd tick.. until it caps out at 500 per tick which ticks for lets say 3 times before the fire is automatically put out.

 

Suddenly you wont be using your damage control immediately, and when you do use it and it goes on cooldown... if the fire is relit... its not going to be ticking for mass amounts of damage right away... which in turn gives your damage repair to come off cooldown

 

Think about how a fire grows over time.. and becomes more destructive... this is that basic concept. As it is now... we have a full blaze the second a fire is started.

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RNG is not innately bad. What makes RNG bad is how a mechanic is implemented. In the case of fire- it is not. I say leave it as is. All a fire bar will do is give a GUARANTEED chance of fire after enough hits. Without ANY question whatsoever, that would ruin the game. Besides- the thought of a fire bar even sounds ridiculous. "Pour enough gasoline I'm sure it'll ignite itself once it hits critical mass or something".

 

An example of POORLY implemented RNG that makes it bad is detonations. Fire? You can fight back. It's an annoyance. You time your repairs and make tactical decisions about it. Detonations? Nope. 1Shot. Done. Totally random. No way to fight back or prevent it. RNGesus just gives you the middle finger. There is no tactic, there is no thinking. THAT is how RNG turns bad. Nothing you cannot fight back against, prevent, or predict should be based on RNG, only skill.

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@OP: If I understood it right, the idea is to always start the next fire if N HE rounds hit the target (N = 10 or 20 or something like that)? This would be very difficult to balance - if N is too high cruisers will become useless, and if N is too low everybody including BBs would just switch to HE.

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@OP: If I understood it right, the idea is to always start the next fire if N HE rounds hit the target (N = 10 or 20 or something like that)? This would be very difficult to balance - if N is too high cruisers will become useless, and if N is too low everybody including BBs would just switch to HE.

 

Nope, not if N rounds hit the target, but N "points" accumulated to reach the critical, on fire point. Different rounds caliber, nations, or even ship types will have different points values.

For example:

  • Japanese 203mm is the best, it does 10 points
  • German 203mm is the worst, it does 7 points
  • Merican puny 125mm does 1 point, etc.

Different ships will have the different total N points. Like for Murica BBs, they are famous for good damage control party, they should have the highest bar, like 100 points. So if they take 10 hits from a Japanese 203mm HEs, OR 16 hits from German 203mm, then it will lit on fire

 

Again, those numbers are just for exhibition purpose. Actual values should be balanced by WG.

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Should there be a citadel bar for cruisers too? Every time the battleship hits close to the ship, the citadel meter fills up? Part of the game is the RNG; it makes the game more interesting although I do agree it is annoying when one shell does hit and start a fire. You have to know how to use the damage control party in a reserved manner. 

 

No a citadel bar makes no sense when you think about it. I take damage, eventually I'll take massive damage "better retreat to the back line for the rest of the game". Also, it then makes BBs totally obsolete since the only way a B can do dmg to a cruisers is to cit them.

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