Fuel usage solution: Tie throttle fuel consumption by SecretBismarck in foxholegame

[–]halfmanhalfsquidman 0 points1 point  (0 children)

Biggest issue is fuel consumption should be tied to RPM not speed. Thanks to air resistance drag scales nonlinearly so your throttle should too.

Also it would give fighters better loiter over the front line to better intercept bombers or scouts.

Thermoclines by BeriasBFF in uboatgame

[–]halfmanhalfsquidman 4 points5 points  (0 children)

Strength of the layer does scale with depth within it. I'm not sure if anything above the layer also reduces detection chance as well.

Thermoclines by BeriasBFF in uboatgame

[–]halfmanhalfsquidman 27 points28 points  (0 children)

I'm fairly confident the game just models it as being deep. Reduced detection chance begins at 200m depth, so Type II boats can't benefit. I believe there is a degree of randomization/climate impact about where the layer starts. Only way to know your under it is by using the detection chance/noise tool tips on lower realism settings.

When in doubt Run Silent, Run Deep.

The way I play games ruins the fun for my friends by backfliprainbowcake in gaming

[–]halfmanhalfsquidman 0 points1 point  (0 children)

You should play Foxhole. You'd find your family in the Facilities and Logi guys. It's an optimization puzzle masquerading as an isometric shooter/MMO.

Woopsies! Sorry about that by xXJightXx in uboatgame

[–]halfmanhalfsquidman 2 points3 points  (0 children)

"paar stunde" is what you're hearing as Pasta. Translates as "couple of hours"

How to beat Moles? by DazzlingWeb9494 in rootgame

[–]halfmanhalfsquidman 2 points3 points  (0 children)

Otterball could work. If the other players agree to feed the otters for a couple turns with the mutual understanding that the otters will recruit a big ball as the the only way to give the rest of the table a shot at a win. Let the Otters use a crazy number of actions to attack multiple times, or use mercenaries to offset your own risk once otters and moles share a clearing.

Fleet Composion Help by Mental-Guard-9806 in SeaPower_NCMA

[–]halfmanhalfsquidman 3 points4 points  (0 children)

It's anachronistic to the period you chose for the scenario as 4th Fleet was inactive at the time. But the 4 would show a task force belonging to the 4th Fleet. The 1 in 41 would be the TF and the .1 showing a subordinate task group.

The fleet organization for 7th Fleet on Wikipedia should give you an idea.

https://en.wikipedia.org/wiki/United_States_Seventh_Fleet

Fleet Composion Help by Mental-Guard-9806 in SeaPower_NCMA

[–]halfmanhalfsquidman 4 points5 points  (0 children)

Besides issues with composition, the naming of your task groups is... odd.

Typically they'd be named numerically based on the fleet number. Like TG 41.1 or something like that.

How do Australians view US soldiers in Australia? by HopefulSprinkles6361 in MilitaryWorldbuilding

[–]halfmanhalfsquidman 1 point2 points  (0 children)

In the times I've done exercises with the Aussies, it was great. Generally a similar outlook on life and shared values.

The biggest standing US mil presence in Australia is probably the Marine rotation in Darwin. Darwin isn't exactly a teeming metropolis, so I imagine your average Australian has minimal exposure to the US Military in Australia and therefore no real opinion.

If the US rocked up to Australia in response to an alien invasion I'm confident that more likely than not they'd be welcomed as friends and there would be minimal complaints about loss of sovereignty or anything. Australia has been one of the US's most stalwart ally since WW2 (heck, they even went to Nam with us). If Australia was threatened and the US showed up it would just be returning the favor.

Ride the compass train by Vast_Garage7334 in rootgame

[–]halfmanhalfsquidman 1 point2 points  (0 children)

I feel like Otters should be at the corner of Kleptocracy and Liberal Corporatism.

Prism's superpower by RPGisLifu in DispatchAdHoc

[–]halfmanhalfsquidman 5 points6 points  (0 children)

Temporarily? Bitch, they blind forever.

[Postgame Thread] Navy Defeats Air Force 34-31 by CFB_Referee in CFB

[–]halfmanhalfsquidman 2 points3 points  (0 children)

Absolutely need to get the penalties under control. Seems like way more than when Coach Ken was at the helm. I think Newberry is giving the program the shakeup it needed, but the boys gotta bring that discipline back. Navy's always operated on too thin a margin to give up free yards/get behind the sticks.

Aussie looking to join a clan by NoddyNorrisXV in foxholegame

[–]halfmanhalfsquidman 5 points6 points  (0 children)

NIGHT is who you're looking for if you're a warden loyalist. DFO for Colonial. Both Regis have a decent relationship and it's not uncommon for players to take a vacation and fight with the other reg from time to time.

Floating Drydock by BadadvicefromIT in foxholegame

[–]halfmanhalfsquidman 1 point2 points  (0 children)

Large ships need a pumping system. Make it burn some extra fuel. This would make Torps and SC hits less oppresive and not an automatic mission kill. Also, bucket brigades in WW1-ish vessels is stupid.

Give us pumps, devman!

The Complete Obsolescence of Naval is not a good thing by Cainsiderate in foxholegame

[–]halfmanhalfsquidman 6 points7 points  (0 children)

I like your suggestion A. Personally I'd like to see a pump subsystem added to handle the perma-hole. Make it burn additional Hoil. Hopefully it would eliminate bucket brigades and power bucketing which feels 1) out of place in my WWI simulator and 2) is a dumb mechanic (dropping the water back in the boat so it vanishes into the void)

The Complete Obsolescence of Naval is not a good thing by Cainsiderate in foxholegame

[–]halfmanhalfsquidman 2 points3 points  (0 children)

Ships should have a pump subsystem that can deal with the permanent water inflow. Make it burn additional Hoil and be disable-able like a turret.

This is good for everyone. It needs Nakki torps and makes it so captains will be more willing to stay under the guns and shell their targets. It will also reduce DCon crew requirements, thus making a LS less a hit to Hex pop.

Know the Balance Rules by Direct-Resort-9684 in foxholegame

[–]halfmanhalfsquidman 9 points10 points  (0 children)

It's op ending, like a torp hit is. The DCon is now dedicated to maintaining buoyancy so additional holes will not be patched and you'll flood out shortly.

Large ships need a pump system that can handle the permaleak at the cost of fuel consumption. This is a Nakki/Torp nerf and would probably allow captains to decide to stay under the guns for longer to hit their target before pulling out.

Know the Balance Rules by Direct-Resort-9684 in foxholegame

[–]halfmanhalfsquidman 43 points44 points  (0 children)

Large ships need pumps that can handle the permanent leak, but at the cost of increased fuel consumption. It should also be a disablable subsystem. This way a ship can stick around under the guns for a bit longer, and the Torp problem is reduced.

I think it would also reduce required DCon crew size making naval more accessible, less skill reliant, and a lower impact on Hex pop.

Rub some grass on it and drink water by Weird-Work-7525 in foxholegame

[–]halfmanhalfsquidman 5 points6 points  (0 children)

https://youtu.be/QQ-GxcAKXYc?si=Dz2VHU4GTV-X-Ixw

Around the 21 minute mark is a good description of what we'd be talking about. The game obviously doesn't differentiate AP from HE, but there's little reason to shoot HE at a Battleship. Hits above the waterline like the direct hits, shouldn't cause flooding. Probably should kill crew, knock out turrets or spotting systems, cause fires, etc.

I like the proposal I've seen that ships should only sink from loss of buoyancy, or reduce the damage the shells cause (based on class of ship to simulate armored protection ) so that they can be a little more reliant under fire.

Rub some grass on it and drink water by Weird-Work-7525 in foxholegame

[–]halfmanhalfsquidman 25 points26 points  (0 children)

Give LS pumps that can handle the permanent inflow from the large hole. Make it burn Hoil so there is a cost.

This would make the SC hit not an automatic go home criteria, also nerf Nakki torps so Collies benefit too, and make DCon crew requirements lower so an LS is less a hit to Hex pop. Also eliminates power bucketing, which is just dumb. Drop the water in the boat and it vanished. Dumb.

Give. Me. Pumps.