@kalethequick said in Make t3 navy more exciting!?!:
I love navy, and have always thought it was a bit underdeveloped in this game. I have been studying naval history for game development reasons for another project, but as for games I don't see a lot out there similar enough to FAF to really get a good metric for what people find fun. I really like the macro aspect of SC, that's what brought me to it, and others above have mentioned not just random micro but micro that's actually fun and has a use. One quote I like for game dev is "A game is a series of meaningful decisions" from Sid Meier. So how do we add options to the t3 navy that let the player make meaningful decisions, and if they have the APM, boost their fleet effectiveness?
We could add toggle-able abilities. I'm unsure what would be viable, but toggling your big ships from direct fire to plunging fire, or a tight vs wide spread, seems like it would be useful. Something like an overcharge could be done too. A hard hitting shot that costs energy or mass, with a cooldown, etc. And the right click 'auto use' feature. Perhaps it can do HP damage to the ship per use or something?
I think every ship should start with HP regen. Ships have damage control and I think for big ships this could be expanded upon. A fast repair mode, (or an ACU style upgrade that only repairs HP damage), that disables the ships guns and movement, and makes it extra vulnerable to torpedoes (IE, adding late game raiding targets for subs). Could be interesting. I think this would pair well with expanding on battleship veterancy. Adding other benefits through the ranks to incentivize keeping your capital ships alive, and tending to them.
If I can find time I will try to mod this in to test it.
As a Connaisseur of naval warfare myself, an interest that I mostly satisfy with world of warships because t3 navy in faf is boring, I have a few points to add.
I Love the idea of toggleable abilities, like imagine tempest actually being a naval oc gun with variable damage as per power maximum and with paragon as ultimate power plant allowing it to one shot everything within its range and damage radius. Lots of fun ideas: battleship secondary guns could be buffed so that they have a better defense vs frigates and frigates become less strong in late game naval fights, but all other Aspekts stay the same. Secondaries should have less range, and fire at low hp frigates or be able to be microed against low ho targets, that could be a fun micro mechanism.
I think the main game of faf naval warfare could be really improved a lot and be made more fun. I don’t think muzzle velocity is a good tweak, because if anything naval projectiles are quite slow in faf, considering how big units are and how far they supposedly travel. A 10km salvo is in the air for a good 5-12 seconds depending on ammo type.
I would love such changes!