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The Naval Option
A summary of what I
think should make up the naval aspect of WWIIOL by Specterx. E-mail
comments to Specterx@erols.com
Since World War II Online
is supposed to be a cross-service simulation modeling every aspect of
the Second World War, it would be a crime to neglect the naval aspect,
even though it might not necessarily be the most popular. As in Sixxo’s
excellent article on infantry, for organization’s sake I will divide
this article into several categories:
Engine
Movement
Combat
Crews
Miscellaneous
Engine
The
requirements for a naval simulator engine are relatively basic and WWIIOL
should have no difficulty matching them. Ships must be able to start,
stop, turn and shoot, as well as list when flooded. In addition, some
basic physics must be modeled, like a battleship takes longer to turn
and change speed than a destroyer.
Movement
The
movement of ships is one area where problems may arise, especially in
maps with a lot of water. Since the average speed of a ship is only about
50 km/h, it can take hours or even days to get on-station.One
solution to this is to make the “starting” or “spawn” points close to
areas where heavy naval activity is likely.
Commands
The
command system for movement should be as realistic as possible. The captain/helmsman
inputs a course degree (i.e. 165 for 165 degrees on a compass) and the
ship will maintain that heading until it runs aground, sinks or receives
other orders. The speed adjustment system should be similar, with the
helmsman inputting a speed number in knots. The ship will maintain that
speed unless other factors, such as damage or flooding, cause the ship’s
maximum speed to drop below the requested speed.
Fuel
All
ships, even modern ones, consume some form of oil as fuel (with the exception
of nuclear-powered carriers and subs). Ships would either have to return
to port and get fuel or refuel at sea from a tanker. All of the ships
in WWIIOL should have historical fuel consumption rates and loads. It
should also be possible to reduce or cut off the amount of fuel available
to one side’s ships through destruction or capture of the storage tanks
or tanker ships.
Combat
Weapons
Naval
combat in WWIIOL should be as realistic as possible. All of the various
weapons should have historical range and accuracy. For ships equipped
with guns, there should be the option to either control individual turrets
or all the turrets from a fire control station. Some ships, such as patrol
boats and destroyers, were equipped with torpedoes. These should be very
configurable from the torpedo control station. Players should be able
to set the torpedoes for a short, medium or long range run, set the type
of spread (narrow, standard, wide) and select the course and run pattern
to be taken by the torps.
Ammunition
As
with fuel, all the ships should have historical ammunition loads for every
weapon, except for light weapons. AA guns should have unlimited ammunition,
since enemy pilots will be able to take off, attack, get shot down, respawn
then take off again. To limit the amount of ammunition carried by the
AA guns would also cause gunners to instinctively try and conserve ammo,
which is not historically what happened.
In
the case of aircraft carriers, each should have a limited supply of aircraft
equipment (bombs, rockets, gun rounds, spare parts etc.) in the form of
Supply Units or something similar for simplicity. Each time an aircraft
returns to the carrier, the amount of Supply Units it requires to bring
it back to 100% efficiency should be calculated and displayed to the Air
Boss or a crew member of similar rank. The Air Boss can then decide to
use all the necessary Supply Units or to use only a portion of the required
amount. If he enters a number less than the required amount, the aircraft
may not be equipped with a certain type of weapon, have a reduced ammo
load or have some parts damaged.
Shore
Bombardment
When
a ship bombards the shore, the fire control officer should select the
bombardment point on some kind of overhead tactical map. If ground or
air forces request bombardment, the point where they want the shells to
fall will be shown on the map.
Damage
Damage
and damage control is one of the areas where WWIIOL can be most innovative.
All of the ships should have an assigned number of Damage Control, or
DC parties. Each DC party can work on a single compartment of the ship
at a time. Larger ships should have more DC parties. In addition, ships
that are not using some of their DC parties should be able to transfer
them to a ship that doesn’t have enough. The transfer operation should
be somewhat tedious and time-consuming to avoid having ships simply throw
DC parties around to whoever is damaged. In cases where a ship is immobilized
because of damage, other ships should be able to tow the damaged ship
back to a port where repairs can commence.
Weapons
should do a realistic amount of damage. For example, a 5-inch shell fired
from a destroyer is not likely to cause much damage to a battleship. In
contrast, a 16-inch shell fired from a battleship is likely to blow a
destroyer apart with only one or two hits.
Another
interesting damage aspect is the magazine explosion. More than 70% of
all ships lost to naval gunfire (I say gunfire because if you hit someone
with a Harpoon cruise missile you won’t need to blow the magazine) have
actually sunk when one of the magazines (the part of the ship where ammunition
for weapons is stored) exploded and blew the ship in half. For this reason,
it comes as a shock that a magazine explosion happens so rarely in naval
sims (the main naval sim I have played is Great Naval Battles, and I only
witnessed a magazine explosion once). It would be interesting to see how
CRS models this because, in the early stages of WWII, battleships were
still the primary ships-of-the-line and guns were still the primary means
of destruction.
“Rank has its privileges.
<shrug>
I can see it now. Should
anyone be able to take out anything that they felt like then all I can
see would be Seaman 3rd Class idiots who just signed on that afternoon
and thought it would be a hoot to beach the Graf Spee up the Thames and
shell London for a whole day. But of course the RAF would have to destroy
it and that would finish off an asset that the Axis side may have needed
for a real operation.”
-Westy, WWIIOL forums
This quote defines my position
on the command structure of ships. Only the most experienced naval officers
should be able to take out the really important ships. This is even more
a necessity for the Axis side, who, if CRS is sticking to real-war conditions,
will have a far inferior navy to England and will need to conserve every
ship that they can get their hands on. One interesting idea that I saw
brought up in the forum (I can’t remember the name offhand, if it’s you
E-mail me and I’ll put your name in here in the next revision) is to allow
crewman of lesser rank co-command ships, i.e. it would require a minimum
of 5 low-ranking players to crew a battleship before it could be taken
out.
Since WWIIOL is the first
and only sim to have crewable naval vessels, CRS should take full advantage
of their lead. Every major position on a ship, from AA gunner to fleet
admiral, should be crewable by humans. When there are no humans around
to crew a ship or there are vacant positions, the AI crewmembers should
kick into action.
WWIIOL will
be the first naval simulation to have ships that can be crewed by multiple
players. Every major position on a ship, from AA gunner to fleet admiral,
should be crewable by humans. When there are no humans around to crew
a ship or there are vacant positions, the AI crewmembers should kick into
action.
The
AI crewmembers shouldn’t be considered just a “placefiller” crew. Instead,
they should act like humans, gaining experience as the ship accumulates
more time at sea. When a ship is first launched, the AI crew should be
very green, and this should be reflected by reducing the accuracy and
reload times of weapons as well as the response time to orders given by
the captain. As the ship sails, the crew gains experience, and the accuracy
of weapons, etc. is increased to above average levels. In this way, as
a commander gains experience, this gain is reflected in the overall functioning
of the ship.
Miscellaneous
Player
Units
Players
can create their own units and name them. For example, you choose the
type of unit (in this case, let's use Cross-service) and a name for the
unit (Dragon Flight). Each unit needs a certain amount of players and
positions to be filled. When the first player signs on to the unit, it
is officially created.
Joining
Missions
When
a naval commander creates a mission, it's broadcast to everybody on their
side (they see it on the Available Missions menu, for example). Each mission
has to fill up with a certain number of captains, gunners, etc. before
it begins (unless otherwise approved by the commander). Nonaffiliated
players can join and fill up the crew position slots, OR a player-created
unit can sign up and fill one of the units the mission requires (for example,
if the mission requires 4 cruiser crews, Dragon Flight can join up and
completely fill up one of the cruisers). That way, player-created units
can be used efficiently.
Unit
Records
When
a unit completes a mission, the surviving players get some kind of medal
and the unit as a whole gets “mission completed” marked on their record.
Units will be ranked in order of successful missions versus total missions
attempted. Even if a unit has completed a lower percentage of missions,
if they have actually attempted more they will be ranked higher This means
that a unit with 35 successful missions out of 40 total will be ranked
higher than a unit with 2 successful missions out of 2 total.
Filming
Players
should be able to make films using a camera that is mounted on the ship’s
bridge. The film can be used to review weapon accuracy and to learn about
what mistakes the crew made and what they did that was good.
Mines
Mines
should be able to be laid by minelayer ships, and remain active until
the war ends or they are destroyed. Mines will come in two types: contact
and magnetic. Contact mines should do the most damage, but they are also
the easiest to sweep. Magnetic mines are somewhat unreliable and should
occasionally blow up by themselves. Mines will be invisible unless they
are detected on sonar.
Radar
Radar
should be placed on Allied ships larger than cruiser class starting in
mid 1940, and on all Allied and German ships of any kind from 1943 onwards.
Japanese vessels should have some radar capabilty beginning in late 1943,
but their sets should not work well as their American and British counterparts.
Country-Specific Technologies
Some technologies (like
the American proximity fuse and the German radar detectors) should be
limited to one country only, not just to one side. To give all of the
American and British technologies to the allied side would completely
erase the point of being in an American or British naval service, other
than out of force of habit. For example, American ship-mounted AA shells
should be equipped with proximity fuses, while British ships benefit from
the faster fire rate of their main guns thanks to an improved loading
system.
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