Future Suggestions

Q-ships

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Q-ships

#12
The basic difference between Q-Ships/German Commerce Raiders and AMC's is that the former are using disguises. They had hidden guns, or false sides that would drop down revealing the ships armament when the victim was close enough. Some of the Q-ships had shallow drafts and/or were filled with cork in order to make them as difficult to sink as possible when fighting U-boats. AMC's on the other hand were commissioned as merchant back ups to handle the duties of regular navy cruisers when they were in short supply. They carried their armament proudly in the open, along with flying the navy ensign, which raiders would only run up as they opened fire.

I guess either or both would work in ERT, but doesn't the pirate like qualities of the Q-ships and raiders seem like they might be a bit more fun. ;) I mean having a few crew members dressed like women (well, if we had crews, lol) walking around on deck, then dropping the false sides and cutting loose the guns on a hapless victim. :laugh:

Regards,

SeaWolf

Q-ships

#13
OH how fun!

More neat little Variables added to the game to make a player think :)

That is what I like........

Put a player in a situation and every person will react differently......

I think that Q-Ships can add that sense of "danger" to the game.....

Perhaps, even a doctrine can be introduced into the game that forces submarines to surface before sinking the ships......and of course , the other side using the Q-ships every now and then......

I think Q-Ships are a wonderful idea to add to the game......

buxton:

Q-ships

#15
Perhaps, even a doctrine can be introduced into the game that forces submarines to surface before sinking the ships
No no no and no Image A sub that has been lying in wait for what could be hours should not have to show himself before attacking. I assume it will be no mean feat to get into a position to fire on a ship undetected, so it would be purely cruel to expect submariners to waste all that time being stealthy by making them announce themselves.

The idea of Q-boats is great though. Having an emeny boldy attack you only to realise it was a trap would be very satisfying in a PVP environment.

Q-ships

#16
1 problem because there is no lack of torpedos sub captins don't surface to sink merchants with there guns. I would gess that not 1 player of Enigma surfaces within MG range of a merchant Q-ships would have to carry 5"+ deck guns to make them effective.

They would only work if you could captur vessles that would give a reson for getting so close. then the idear of a lone vessle straggling behind a convoy would be good as sub captins could way up the chances lots of supplys if it is a regular merchant, or certan death if it is a Q-ship.

Q-ships

#17
They would only work if you could captur vessles that would give a reson for getting so close.
That sounds like an idea Image

Although realistically you would need a crew to put on board the captured vessel which wouldn't work in a cramped submarine. It's a good plan for a new type of ship that could be added in the future. It would be fun to take an enemy factions cargo ship to give "building points"? to your faction.

Q-ships

#18
The idea behind my original point of having q-ships apart from them being fun, is that there should be an element of search and escort the ship to port so you would place a few men with guns onboard and then use the sub to escort the ship to your own port, or to an escort vessal, thereby capturing supplies, whould be useful for the RNE to do as they will have limited resources.

Although that said it depends upon whether the Germans continue with unrestricted u-boart warfare like they had in WW2

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