Proposed Redesigns for naval combat, under CA:

Ultra-Specialized

This proposal by KingRaptor, makes each ship have only one role, two at the most.

Tech 1

Skeeter
Scout boat, no AA
Decade
Corvette, anti-surface
NEW UNIT - Century
Frigate, anti-sub and AA
Crusader
Destroyer, anti-surface with secondary bombardment role, no antisub
Lurker
Submarine, for picking off anything in water which does not have anti-sub protection

Tech 2

Conqueror
Cruiser, anti-surface with secondary bombardment role, no antisub
NEW UNIT - Orca
Anti-sub vessel with secondary anti-surface role
Archer
Dedicated AA vessel
Ranger
Cruise missile ship, dedicated bombardment (maybe make it kill ships too?)
Pirhana
Submarine, general anti-ship
Serpent
Submarine, for sniping floating statics and ships from afar, should be ineffective cost-for-cost in direct assault
Millenium
Battleship, bombardment with self-defense (IE not specialized) AA
Epoch
Flagship, uber anti-everything (exception to rule)

Water mexes should be floating, with a UW version that can be built my conships but not conhovers, and costs more.

Under this proposal, every ship would have a role of its own to fill, with no jack-of-all-trades save maybe the flagship. All ships would be useful, and subs would no longer dominate entirely.

Multi-Faceted

glossary:

ms -- missile salvo. a box of 6 rockets. small range, slow reload, high damage.

lrm -- long range missile. a pair of external missiles. long range, slow reload, high damage

icbm -- tacnuke. very long range, slower reload, higher damage

--

lc -- laser cannon. small range, damage, high rof.

mg -- machine gun. less small range, small damage, high rof. exploding rounds can double for aa

sc -- small cannon. medium-small range, damage, rof.

tc -- mainline triple cannon. medium range, damage, rof. (multiple shots)

rg -- rail gun. long range, medium damage, rof. (single shot)

hc -- huge cannon. very long range, high damage, low rof.

pene -- large powerful laser blast. long range, very high damage, very low rof.

--

fc -- flak cannon. specialized anti air cannon. high range, damage, rof.

dc -- depth charge. large aoe, high damage, low rof.

torp -- torpedo. medium damage, medium/slow rof.

Shallow

Torpedo Boat
small fast antisub. Equipment: 1 (slow reload, high damage) torp. (cheap antisub)
Sloop
small, fast scouting/raider vessel. Equipment: 2 lc, 1mg. (scout mostly, no antisub, cheap aa)
Corvette
raider ship. Equipment: 2 sc, 2 lc. (pure raider, no aa, no antisub)
Frigate
support ship. Equipment: 2 sc, 4 mg, 2 fc, 2 torp, 1dc. (good aa and antisub)
Monitor
small, slow, low profile river bombardment ship. Equipment: 1 tc, 2 sc (shallow artillery)

Deep Sea

Submarine
underwater submarine. can surface to cross shallows, otherwise deep water only Equipment: 2 torp.
Destroyer
smallest deep sea ship. Equipment: 2 tc, 2 sc, 4 mg, 2 torp, 1 dc. (general purpose ship, good antisub)
Cruiser
medium ship. Eqipment: 1 lrm, 2 ms, 2 sc, 4mg, 2 tc, 2 torp. (general purpose ship, good artillery)
Battle cruiser
big ship. Equipment: 1 lrm, 1 icbm, 4 ms, 3 tc, 6 mg, 2 torp. (excellent artillery, ok aa, antisub)
Battleship
big ship. Equipment: 2 tc, 2 rg, 6 lc, 4 sc, 1 dc (excellent firepower, poor antisub, no aa)
Dreadnought
huge ship. Equipment: 2 hc, 2 tc, 2 rg, 4 ms, 4 mg, 2 fc, 1 pene, 2 torp, 2 dc (wide variety of guns, aa , antisub)
Nuclear Submarine
large submarine. can surface to cross shallows, shoot tacnukes, shoot antinukes. Equipment: 2 torp, 1 icbm, 1 antinuke
Carrier Submarine
large submarine. can surface to unleash flying drones. Equipment: carries drones/aircraft.
Surface Carrier
big ship. serves as reloading/refueling platform for aircraft. Equipment: 4 fc, carries drones/aircraft.

Using the same statistics for each weapon, ships can be balanced by loadout, and have the additional bonus of having a large array of cool weapons available.

Kenku: This looks like a cool idea, but I have a couple questions. Is sticking a Tac Nuke on the Battle Cruiser really a good idea? I mean the unit is heavily armed as is. While I wouldn't be agianst arcing missles, tactical nuke power seems like a little much. One other thing is I don't know if it makes much sense for the Nuclear Sub to make a shallow crossing. I see the use of it although if youve got the hovers/shallow hulls to defend it.

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