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Old 06-14-2012, 05:22 AM   #1
[R-DEV]AfterDune
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Cool Normandy Community Task: Battleship Turrets

As you may know, the next version of Project Normandy has an updated Operation Overlord. The docks as they were in v1 are gone and are replaced by ships:


(old image, but you get the idea)

The US get one battleship (cannot be moved) that has turrets attached to it. We tried to make them work the same as mortars, but doesn't work right and is not so epic.

We want to find a way to make the ship turrets useful without them being overpowered or spammy.


The task is for you to discuss away and come up with a solution - and make it happen, so we can implement it in the next version of Project Normandy!


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Old 06-14-2012, 05:34 AM   #2
Pvt.LHeureux
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Default Re: Normandy Community Task: Battleship Turrets

We could simply use a normal system then? Like normal projectiles. You would have a HUD with a good amount of markings and numbers.

To shoot at 1000m you would put the 1000 bar parrallel to the horizon (water) then shoot.
To shoot at 1500m you would put the 1500 bar parrallel to the horizon (water) then shoot.
To shoot at etc, etc.

Could be fairly easy. Like the deployable SPG in PR, the markings work realistictly because it is static (or something like that), could be the same with those turrets. Simple I think.


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Old 06-14-2012, 06:01 AM   #3
Knallkopp_02
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Default Re: Normandy Community Task: Battleship Turrets

Whats about to make them like the tank turrets, far looking distance with zoom,

1. strong power but long reload time
2. not so strong, and faster reload time

regards
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Old 06-14-2012, 10:30 AM   #4
CommunistComma
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Default Re: Normandy Community Task: Battleship Turrets

Make it so the gunner has neither map nor sights, and someone else has to spot and call out adjustments. Possibly add a second slot with a high zoom spotting scope. Or make the gunner have no zoom but basic optics and have ballistics drop like the separatist said.
That would add teamwork, and balance the giant naval guns with huge report without nerfing them.
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Old 06-14-2012, 12:02 PM   #5
iSmall

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Default Re: Normandy Community Task: Battleship Turrets

How to do not make it spammy? Just put really long reload time but decent power.


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Old 06-14-2012, 12:29 PM   #6
[R-DEV]Moszeusz6Pl
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Default Re: Normandy Community Task: Battleship Turrets

Make it working like AT cannon, so first you fire one shell in direction of enemy, and spotter tells you where it hit, so you can make a adjustment. Or show angle and write which angle had which range.

To don't make it so spammy, add overheating after shooting few runds, which can simulate, that soldiers must carry ammo form storage. Or even give it eg. 5 rounds, and slow auto resupply, so you can shoot all bullets quick, but will need to wait longer to fire again, or shoot less but more often.


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Old 06-14-2012, 01:27 PM   #7
Pvt.LHeureux
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Default Re: Normandy Community Task: Battleship Turrets

Quote:
Originally Posted by CommunistComma View Post
Make it so the gunner has neither map nor sights, and someone else has to spot and call out adjustments. Possibly add a second slot with a high zoom spotting scope. Or make the gunner have no zoom but basic optics and have ballistics drop like the separatist said.
That would add teamwork, and balance the giant naval guns with huge report without nerfing them.
The zoom would be useless because of the fog and the view distance. I think the system I proposed is the best. And to avoid spamming, just have a long reload time.


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Old 06-14-2012, 01:30 PM   #8
Kevokpo

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Default Re: Normandy Community Task: Battleship Turrets

I don't think the zoom would be usefull as the ships are far away from the beach, maybe making the cannons work like the mortars on normal PR? but changing the configuration so the cannons don't have to aim that high to hit an objective at about 1km distance? or maybe to make it easy like a normal cannon with a lot of numbers as Lheureux said, just like an SPG.

ok So I just read the part that you tried making them like mortars so never mind, so I think best idea is the one Lheureux said


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Last edited by Kevokpo; 06-14-2012 at 01:36 PM.. Reason: misread
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Old 06-14-2012, 08:44 PM   #9
ledo1222

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Default Re: Normandy Community Task: Battleship Turrets

The 16"/50 caliber Mark 7 ? United States Naval Gun is the main armament of the Iowa-class battleships.
In service 1943?1992



The guns could be elevated from −5 degrees to +45 degrees, moving at up to 12 degrees per second. The turrets could rotate about 300 degrees at about 4 degrees per second and could even be fired back beyond the beam, which is sometimes called "over the shoulder"

Rate Of Fire 2 rounds per minute

The Mark 7 gun was originally intended to fire the relatively light 2,240-pound (1,020 kg) Mark 5 armor-piercing shell. However, the shell-handling system for these guns was redesigned to use the "super-heavy" 2,700-pound (1,200 kg) APC (Armor Piercing, Capped) Mark 8 shell before any of the Iowa-class battleships were laid down. The large caliber guns were designed to fire two different 16-inch (410 mm) shells: an armor piercing round for anti-ship and anti-structure work, and a high explosive round designed for use against unarmored targets and shore bombardment.


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As it states 2 round per minute, or for balancing sakes make it 1 round per 3mins.
This can be achieved. And would allow for even more teamwork and Communication

-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....

Been palying PR:ARMA2 since 0.1v beta

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Old 06-15-2012, 08:31 AM   #10
aurimas

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Default Re: Normandy Community Task: Battleship Turrets

you could make them strong with big spread radius and longer time to wait


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For best ambush you gonna need one man with RKG grenade. Throw it at the drivers front face ore use grenade traps on dirty roads. And the car will explode after few good shots.
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