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.
Attachments
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shipsheet.ods
(25.3 KB) - added by maackey
2 years ago.
version 2: added some subs, separated boats into categories, added very rough weapon statistics
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shipsheet.xls
(12.5 KB) - added by maackey
2 years ago.
version 2 in xls