General Ideas on future updates for mk48.io #193
Replies: 5 comments 15 replies
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Cool!
We considered Skjold and Visby, and decided on Visby for reasons such as it looking cooler and having torpedoes.
The Vanguard is a likely choice if we decide to go the SSBN route to a level 10 submarine.
Huh, interesting idea. I agree it would make the tanker gameplay less boring. Only issue is realism, since tankers wouldn't carry armed helicopters.
Seems legit. Only issues are
We'll probably add the Nimitz class, which is similar but has a much cooler-sounding name.
Support ships are cool :)
I agree that submarines should be harder to detect by aircraft. But we must preserve the ability of battleships, cruisers without torpedoes of their own, and carriers to defend themselves.
I agree (at least at max depth)!
I'm not sure if you mean the maximum effective range (not sure if I would agree) or the distance between the weapon and the ship when it drops (I agree, for large ships).
I agree. It will also pause weapon reloading, which is comparable to cavitation in terms of noise.
I agree (it should at least draw an arrow on screen, if not giving you the exact coordinates).
Yep, we will add them as early as the next major/backwards-incompatible update (this won't be the only backwards compatible change in an otherwise minor update)
About 50% sure response for #12 will apply.
Kirov's Granit anti-ship missiles are not vertically launched. They are slanted up and forward at a roughly 45% degree angle.
You are correct, this is just what happens when I get lazy when modeling ships. Will fix when time permits.
Private servers may be added in the future. This particular suggestion would build on top of them.
See #65
See #72 for the 2 guns. I'm not sure where to rocket torpedoes would go. I'm hesitant to add more helicopters than there are helipads. A solution might to make SAMs more fallible when engaging aircraft.
You're correct, although I can't say it would improve the game other than adding realism.
I'm hesitant to encourage increasing kill counts, as that could lead to more spawnkilling, at least before additional safeguards are in place.
Yeah, I can see why you would want that :)
Yeah, that's a decent idea :)
This would be pretty easy to implement, except that it could lead to sniping whereby a player gets their friend or opens a second tab to spy on the movements of their enemies (including subs and stealth ships). One possible solution would be to only spectate the ship that killed you, and only for 5-10 seconds.
Good point, maybe we need to spawn more food (crates, if not oil rigs) in the south area.
Long feedback isn't an issue, in fact it's appreciated! You've done us a great service by consolidating multiple suggestions, that are shared by many players, into a single post. Thank you! 💯 |
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No slow level 10 sub please ;_; |
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Here is some general feedback on the most recent update. The torpedoes on the Dreadnought and Type 055 are great and more realistic. The spawning locations have gotten better. They aren't always really good but generally much better than before. I can finally level up without getting spawnkilled too many times. As for the team sizes, I don't really understand how it works yet. I've read the changelog page and it says that they change from between 4 and 8 depending on player count. How exaclty does this work? The non-guiding rocket torpedoes are sort of bad. They make the yasen less powerful and I think less realsitic. I may be wrong on this one, but aren't rocket torpedoes guided in real life? Overall it's much better now. Really good :) |
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Honestly, i do believe the Admiral Class Battlecruiser, HMS Hood should get added, you already have the Bismarck in game, why not have the ship that it sank? The Armaments are as followed The main battery of the Hood is as followed, it consisted of eight BL 15-inch (381 mm) Mk I guns in hydraulically powered twin gun turrets. The turrets were designated 'A', 'B', 'X', and 'Y' from bow to stern, and 4 torpedo tubes, 2 on each side, Her max speed was 32 knots, https://www.the-blueprints.com/blueprints-depot-restricted/ships/ships-uk/hms_hood_battlecruiser_1940-49199.jpg the true max firing distance was around 28,700 to 32,000 yards. |
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I think it would be feasible to add the Independence class littoral combat ship rather that the Freedom class LCS as a level 6 ship. It should have 8 Rolling airframe missiles and 4 Tomahawk anti-ship missiles or 6 Naval strike missiles. It should have 2 seahawk helicopters and 2-4 ASROC Rocket torpedoes. It should have a health of 7.2 and speed of 18.0m/s (35.0kn). It should have a stealth of 50% and anti-air of 0.34. it should have a length 88.0m and a draft of 8.0m. |
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Here is a list of some general ideas for this game as well as some ideas that others have talked about and I think should be added to the game.
Add the Skjold class corvette. This ship should be armed with 8 naval strike missiles, 1 76mm gun, 4-6 mistral SAMs and go 60kn. It would also have 75% stealth and probably be a good lvl 6 or so.
Add the Vanguard class submarine as a lvl 10 SSBN. It would have a maximum speed of over 25kn, be armed with 4 torpedo tubes carrying the spearfish or mk48 torpedo, 2 decoys and 6 nuclear missiles. Basically the nuclear missiles would work like this: each missile has a reload time of 30 seconds under normal conditions and when fired there would be a warning in the blast area about 5-10 seconds before it reaches the target. No SAMs can shoot it down, except for the RIM-161 which I will talk about later. Once it reaches the target it will deal 3 damage if it hits directly on a ship. If it misses but the ship is still in its blast zone (a clearly marked area) it will deal 1-2 damage depending on how close it is to the center of the blast zone. If your ship isn’t in the blast zone you will be unaffected. For 1 minute after the detonation of the nuclear missile the blast zone is radioactive. This means that any ship who enters the blast zone after the attack will lose 0.5 hp per second spent in the zone. The nuclear missile and radiation won’t affect submerged subs because water is great at stopping radiation.
Add a helipad on oil tankers. As it is now, oil tankers are absolutely defenseless. I do know that adding a helicopter on tankers wouldn't help too much, but not only would it give them a chance but it would also be more fun. I mean it’s pretty boring to just sit around farming xp and so flying a heli around would be nice. Also, some oil tankers do in fact have helicopters.
Add the Ticonderoga class cruiser as a lvl 10 or lvl 9 cruiser. This would really help balance out a lvl 10 SSBN. It would travel at 32kn, carry 2 sh-60 seahawk helicopters, have 8 harpoon or tomahawk anti-ship missiles, 6 mk54 torpedoes, a towable (or any type of) decoy, 2 guns, 6 ASROC and 8 RIM-161 missiles. This missile is capable of shooting down nuclear missiles: https://en.wikipedia.org/wiki/RIM-161_Standard_Missile_3
Add the Gerald R. Ford class aircraft carrier or Nimitz class aircraft carrier. They would have a maximum speed of about 32 kn, carry 8 essm missiles, 4 guns, 10 F-18 strike fighters and 4 SH-60 Seahawk helicopters.
Add a ship that heals other vessels such as the Mercy class hospital ship. Basically what would happen is that it would have 4 “healing packs”. When another ship would get into your circle you could click on them and a small raft with a red cross on it would go towards that ship and once it touched them they would “absorb” it. Once they did their health would go up by 50%. It takes 30 seconds to reload these healing packs. The reason why it takes a long time to reload is so that people don’t take advantage of it and never die because they just endlessly keep healing themselves.
Subs that have sensors off, are in deep water and below cavitation speeds shouldn’t be easily detected by fast moving aircraft. The aircraft must be almost stationary or moving very slowly to allow it time to drop sonar buoys and attack the submarine.
Increase the Seawolf’s cavitation speed to 20kn as in real life.
Reduce the Yasen’s rocket torpedo range to half of what it is currently.
Add a button that caps your speed to the highest possible speed in which you don’t cavitate. Sort of like a type of stealth mode.
When you hover over a teammates name in the fleet members list in the top left hand corner, it should show that members coordinates so that you can locate the members on your team more easily.
The dreadnought is supposed to have 4 non-homing torpedo tubes.
The fletcher should have 5 guns.
Why can’t the Kirov shoot backwards?
Bismarck needs 2 arado ar-196 planes, not kingfishers.
Add a button so that you can request to battle someone and when they accept you go into a private battle arena. The chat in this private arena is the same one as in the server. When you win a battle you get bonus xp and then respawn in the same location as you were before the battle.
Add a kill feed.
Moskva should have 2 guns, 2 rocket torps on 1 launcher and maybe 6 helicopters as it only has 4 and they get shot down too easily.
In real life most subs are slowed down when they surface. Shouldn't that be the case in this game?
Beside your highscore on daily, weekly and alltime board you should include the amount of kills that that player got during their run. This is to show who truly is a better player, and who got their highscore by farming or donations.
Some type of missile / torpedo lock. When you aim to fire a homing weapon you should have the option to lock onto a ship or sub. When you do this the weapons will go straight towards that ship instead of randomly scattering everywhere. Decoys still work against weapons lock.
Some modern ships need towable decoys. If you can’t make them towable, then just use the same principle as with submarine decoys but make it come out from the rear of the ship. Doesn’t matter how you make it, as long as some modern ships like Zumwalt have decoys.
There should be a ghost / spectate function as in deeeep.io to allow u to explore and watch fights without interfering.
Also, the south biome is generally good for small ships, but seeing as there aren’t any oil rigs down there it gets really hard for small ships to lvl up and so they then move up north where there are rigs, but then get spawn killed.
That's it for now, sorry about it being very long but I just had so much to say.
Thanks.
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