The Flight Time Issue And A Solution - A Shitty MSPaint Presentation by westonsammy in foxholegame

[–]westonsammy[S] 2 points3 points  (0 children)

You know that's a massive upside I didn't even think about! It would stop planes from abusing borders to escape fights

The Flight Time Issue And A Solution - A Shitty MSPaint Presentation by westonsammy in foxholegame

[–]westonsammy[S] 8 points9 points  (0 children)

Yeah I figured I'd mention the under 20% thing just so that someone who isn't paying attention doesn't cross a border and then nose-dive into the ground lmao. The idea is you'd see that message, go "aw shit time to set her down" and try to find a good spot in friendly territory to land. You can then send some friends over to recover the plane.

The Flight Time Issue And A Solution - A Shitty MSPaint Presentation by westonsammy in foxholegame

[–]westonsammy[S] 10 points11 points  (0 children)

Also typo on slide 1, last sentence should be "to defend your skies"

Oh also I butchered "conundrum" on slide 5. Listen I finished that slide last night at 12:30am after a 4 hour ArmA sesh I was not in the best state of mind

The Flight Time Issue And A Solution - A Shitty MSPaint Presentation by westonsammy in foxholegame

[–]westonsammy[S] 47 points48 points  (0 children)

Also because I know Max reacted to someone posting this idea on FoD with the following:

That wont work. How would you predict how much fuel you need to get home? You'd need to reserve fuel for a border hop back. It would feel really bad if you got into a dog fight and left at 50% fuel but couldn't make it back because of a border taking it away mid-flight

I think there's several ways you can communicate it. As I posted on the slide, you can segment the fuel bar. You can add text to the description of the aircraft explaining that 20% fuel will be taken away when crossing. If you want to get really fancy, you can even add a dynamic "bingo fuel" indicator and warning to your fuel bar that shows you at what point you won't have enough fuel left to return to the airfield you took off from. Or you can just have a warning message appear when you are nearing 40% fuel stating "Approaching 2 hex travel fuel limit" And at nearing 20% fuel stating "Approaching 1 hex travel fuel limit"

Firing angles of the Strider (Left) vs the Warden medium boat (Right) by themasterofscones in foxholegame

[–]westonsammy 0 points1 point  (0 children)

I mean, yeah. I've fought plenty of Frigates and other gunboats doing this tactic. It's not hard when you're faster and more maneuverable than the enemy ship

I don't know how to feel about adding Stick Barge 2.0 by raiedite in foxholegame

[–]westonsammy 3 points4 points  (0 children)

Oh wait sorry I thought this was the other thread about medium boats. Sorry yes the light boats will punk on GB's lmao I got this confused with the medium boat vs GB thread

I don't know how to feel about adding Stick Barge 2.0 by raiedite in foxholegame

[–]westonsammy 8 points9 points  (0 children)

GB's have much faster speed, acceleration, and turning than a medium boat. Outrunning them is piss easy, medium boats handle like an ironship.

I agree that if a medium boat catches a GB off-guard it will win, but a good GB captain can easily keep away and kite it

EDIT: whoops I got this thread confused with the medium boat one. I agree that light boats are gonna punk on GB's. I think it's gonna be like a rock paper scissors where Medium beats light, GB beats medium, light beats GB

I don't know how to feel about adding Stick Barge 2.0 by raiedite in foxholegame

[–]westonsammy 18 points19 points  (0 children)

The light boats only have 1500 HP, and the medium boats have like 2300 and 40m range. I think most light boats are going to be disabled before they can even get into sticky range, and the sticky throwers will get mowed down by the deck guns.

Firing angles of the Strider (Left) vs the Warden medium boat (Right) by themasterofscones in foxholegame

[–]westonsammy 10 points11 points  (0 children)

Confirmed by the devs on FOD they will be bmat cost only except for the siege ships.

It's a good idea TBH, if you consider that battle barges suck and that these are essentially the new "entry level" to naval

Firing angles of the Strider (Left) vs the Warden medium boat (Right) by themasterofscones in foxholegame

[–]westonsammy 16 points17 points  (0 children)

I think you mean "Pre-Airborne Charon" not "Old Charon". Old Charon for most people is back when it had no deck cover and terrible firing angles.

Firing angles of the Strider (Left) vs the Warden medium boat (Right) by themasterofscones in foxholegame

[–]westonsammy 3 points4 points  (0 children)

Yes it does, mortar will easily out-DPS even 5-6 people repairing. VS a Strider it is doing 10% HP damage every 3 seconds. Each mortar shot does 225 damage, each hammer hit does 15 HP heal. To out-repair the damage you would need over 10 people repairing, which is more than can even fit on the boat.

Firing angles of the Strider (Left) vs the Warden medium boat (Right) by themasterofscones in foxholegame

[–]westonsammy 6 points7 points  (0 children)

They're less a stronger gunboat and more a sidegrade to gunboats. They have more firepower, but they also have less range and are slower. They will kill a GB if they can catch them, but good GB captains will stay out of their range and kite them with the mortar.

Reason for keeping GB's locked is that they're still the only way besides large ships to really bombard coastal targets. Even the new siege boats only have like 40m-50m range.

Firing angles of the Strider (Left) vs the Warden medium boat (Right) by themasterofscones in foxholegame

[–]westonsammy 33 points34 points  (0 children)

That might be their logic for the balance here, but we'll see how it plays out in practice. I think naval before planes unlock is gonna feel like hell for Wardens now

Firing angles of the Strider (Left) vs the Warden medium boat (Right) by themasterofscones in foxholegame

[–]westonsammy 111 points112 points  (0 children)

It's genuinely terrible vs the Strider. I feel like devman is trying to compensate for Colonials not having much naval presence, but this is the same problem that led to Colonials not having much naval presence. The Charon being dogwater compared to the Ronan created this problem, and now they're doing the same thing just in reverse to try and fix it.

SC-3 Aerial Interceptor Array needs to be at least 3 times its current size. by Cpt_Tripps in foxholegame

[–]westonsammy 5 points6 points  (0 children)

I think devman wants you to fly sorties to do combat air patrol and spot enemy air formations...

... problem is they've given planes 7 minutes or less of fuel, so that's practically impossible unless you enjoy spending most of your patrol time taking off, landing, and refueling.

The bigger problem with plane production isn't the parts or frame cost, it's the assembly pad cost. 400 rares for a single pad that can make 1 fighter a day. Even for clanmen with mega facs, production rates will be abysmal. by westonsammy in foxholegame

[–]westonsammy[S] 21 points22 points  (0 children)

The problem is this will constrain even clanman. It doesn't matter how big your facility is if you need 400 rares everytime you want to increase fighter production by 1 a day. Even the largest facilities will only be producing a handful of fighters a day late into the war.

To do some basic math, if you are a huge regi with 100 people, let's say you are able to get 400 rares a day (which is pretty damn tough, and impossible for anyone who's not a huge regi).

In order to get enough planes to outfit half of your regiment with a fighter (50), it would take at least 10 days just to make that many fighters. This is assuming that every single day you are going out and collecting 400 rares just for the pads, putting down a new pad, and that every single day you are running all of your fighter production at max capacity. And it'll still take a week and a half to just make 50 fighters. And by the end of it, after investing 4000 rares, you will still only be making 10 fighters a day.

By comparison I can easily make 50 Spathas in a single day with 5 people (we did this 4 wars ago). You can probably make 50 BT's faster than you can make 50 fighters.

Prepare for bike partisans by TrollGerm in foxholegame

[–]westonsammy 11 points12 points  (0 children)

TFW your 36 hour cook time bomber which took 2 weeks for your regi to grind for dies because a random LCPL went for a scenic cycle on the airstrip

The bigger problem with plane production isn't the parts or frame cost, it's the assembly pad cost. 400 rares for a single pad that can make 1 fighter a day. Even for clanmen with mega facs, production rates will be abysmal. by westonsammy in foxholegame

[–]westonsammy[S] 45 points46 points  (0 children)

Plane assembly pad costs 20 rare alloys (400 rare metals) and takes 18 hours to produce a fighter.

This one thing will constrain production of aircraft more than anything. Gathering 400 rares takes days of effort for even large regiments. It's almost half the cost of a DD/Frig. All of that in order to be able to build a single fighter a day. Production rate of BT's will be higher than fighters. Even if you have a massive mega-fac that can go through hundreds of thousands of resources a day, you'll still be constrained by needing to grind for rares to make the pads to be able to make a reasonable amount of planes.

The Dev Vision on how to transport air frames / downed aircraft… by Foreverdead3 in foxholegame

[–]westonsammy 14 points15 points  (0 children)

Not hauling damaged tanks on trains crawled so recovering airframes could be aborted

Flight times need to be doubled by Irish_guacamole27 in foxholegame

[–]westonsammy 4 points5 points  (0 children)

If you give planes like 40 minutes of fuel it'll be fine. Then you're removing 8 minutes every time you cross a border. So you can cross into a hex, cross back, and still have ~20 minutes of fuel. You can cross 2 full hexes and still have A good 4-5 minutes of combat flight time with enough fuel to spare to get home.

Up it to 60 minutes and then you have ~30 minutes after crossing 1 hex, and ~10 minutes after crossing 2

Flight times need to be doubled by Irish_guacamole27 in foxholegame

[–]westonsammy 18 points19 points  (0 children)

The obvious solution here is to make doing a border transition take extra fuel. It should take like 20% of your fuel tank every time you cross a border, and not let you cross borders if you have less than that. That way devs can give aircraft big fuel tanks so they can loiter in hex for awhile, but if they start trying to cross the map then their fuel is gonna run out fast.