Hello, this is my first post on this forum; however I would like to say I greatly enjoy reading it.
I would hope the fact that I have not posted here before will not take away from your opinion of my proposal.
Before I begin, I would like to give a little background on myself so you can understand and hopefully appreciate my positions and benefit from my experience.
I am the 12 generation of naval service in my family, I served 8 years in the US Navy as an Operations Specialist. I was the Naval Warfare Publication Custodian for my ship, as well as assistant intelligence officer, LAAWC, and wrote real war game scenarios for US Navy training. I served aboard a combat vessel in actual naval combat during the first Gulf War, and in Somalia.
I will be upfront; I have not participated in RC warship combat before, however I have studied it for some time.
I have heard some talk of the future of this hobby/sport and complaints of the cost to participate, and some concerns about letting anyone participate. I think I have a solution that will take this sport to the next level, in addition to address the concerns of cost of entry, turning away kids (I’ll dive into this issue in more detail further down), and participation.
How can all this be accomplished, you ask? Very simply! With a minimal cost increase per ship, but a great increase in participation, I believe this is the future of this hobby/sport, and without it, RC warship combat will slowly die out.
Personally I think that would be a great tragedy. But before I go into great detail on my proposal (and I will), I think it is important to go over WHY I think this is the future of this hobby.
I have seen some posts on here about the fun vs reward of naval ship combat, and I mostly agree with the concept that people are willing to do things more and spend more if they are fun. The problem is people’s definition of fun varies from person to person. The way the hobby is set up now, it dumps the entire proposition on one person. I think this is a mistake, and I’ll tell you why. You have to forget Hollywood, you have to forget most of what you know about how navy ships work because there is not anything really close to the reality in the media or movies.
Some of the things I have read about how most people understand how a ship works is laughable. Blind helmsmen comes to mind as probably the most ludicrous thing I have heard yet. There are a myriads of things I could go into, but I don’t want to get too far off topic.
Let me break this down, a ship is not it’s Captain. The Captain is simply the figurehead that represents the ship. A ship has a crew. More than that a ship IS IT’S CREW. A Captain is nothing without a crew, and a ship is nothing without a crew. Nothing in any navy survives without the crew and teamwork of the crew.
So the short of my proposal is that this need to become a team hobby/sport.
Now I am not one to simply suggest and idea, but rather provide a solution to the problem. Therefore I have worked out a way to transition to this format from what I call phase one witch could be implemented by your next club battle, to phase three witch will require some technology that will need to be adapted for our purposes.
Let’s talk about the team. What is a typical naval team? Well as you can imagine there are hundreds of not thousands of people aboard a large naval vessel, this is not practical to simulate for our purposes, so lets wattle it down to what I call the ‘core’ team. I will list the core tem members and what their job would be.
Captain – Responsible for coordinating the crew – has radio contact with all other friendly captains
Helmsman – Responsible for steering and setting the speed of the ship.
Gunner - Responsible for aiming and firing weapons
This is the minimum core team for each ship.
What this means is that each ship on the water will have a minimum of three people to operate that ship. This does not limit the team compared to larger ships; which will have more people to fill more positions. For example, each turret can be manned by a different gunner, or one gunner can man the forward guns. There are advantages and disadvantages to each method that the ship’s captain and crew will have to decide how they want to do it.
Now there are a lot of other jobs that need to be done, but before I go into those, I think it is important to note a couple of things. First, multiple positions can be held by the same person. So even though every ship has more than three positions, you can fill those positions with only three people.
Here are the positions that I think need to be implemented to get the true feel of naval combat and make an interesting and fun experience for the participants:
In addition to the three core team positions:
Admiral – Coordinates all ships on a team – Has radio contact with all friendly captains
Weapons Officer – responsible for coordinating multiple weapon systems
Chief Engineer – Responsible for in-battle repairs – only one of two allowed to touch ship during battle
Engineer’s Assistant – Helps the Chief engineer with in-battle repairs – Also allowed to touch ship during battle
Damage Control Chief – Responsible for anti-list ballasting, bilge pump operation, and any other device designed to prevent a ship from sinking
So, the next question is ‘How is this implemented?’
Phase one is simple, I will give a couple of examples and explanations:
The Captain does not have a remote to the ship, however he does have a radio link to the other captains for coordination.
The helmsman has a radio that controls speed and rudder (plus any other functions his other positions require, IE if he is also the damage control officer, he would have the ballast and bilge controls as well.)
The gunner has a radio that controls turret direction, elevation and firing.
Simple, right? Now let’s say you have a large ship with 2 front turrets, one rear turret and two side turrets. There are a couple ways to do this, you could have one gunner control all turrets (lest effective), or one gunner control both front turrets, one gunner control rear and side turrets (more effetctive), or one gunner for each front turret, one for the rear turret, and one for the side turrets (most effective). This will be up to the ship’s captain and crew how they want to run their ship. The downside to so many controls is that you need to have more people. This reflects real naval combat. Bigger ships have more crew for this very reason. Once you have 3 gunners, you will probably need a Weapons officer to coordinate these gunners to comply with the captain orders. This is how the real navy does it.
Phase two is what I call ‘Consoles’
Phase Two is Similar to phase one, but with simple consoles that can be made for each crew member to sit at with semi-realistic controls that are connected to the radio link to control the ship. I think these consoles would be easy and cheap to construct but would add more depth and elements to the game. Phase two would be essential before phase three can be implemented.
Phase Three is what I call ‘Advanced Consoles’
Phase three takes phase two one step further, by adding cameras and telemetry along with sensors on the ship. Gunners get gun cameras and monitors on their station for aiming and firing their guns. There are remote sensors on the ship that can indicate damage that can knock out a crewmember from their station. This then requires someone to take over that station thereby reducing the effectiveness of a ship as it takes damage. This is what is known as ‘casualty play’.
So why the fundamental change in how it’s done? What’s wrong with the current way? Nothing is ‘wrong’ with current play style, however, I feel this offers a whole lot more to the hobby/sport to more people than the current play style. I know that a lot of people are resistant to change, but by the same token, what is the harm in trying something new? Worst case is you don’t like it, best case is you do like it!
Further, I think this will address a few issues that I see with the current state of the game. This reduces cost by splitting it amongst multiple players per ship. How many people will play if they can invest $100 or less to play on a team where they don’t have to necessarily build their own ship and can learn about the hobby over time without a huge initial investment? And this will address what I think is the biggest issue I see. Not allowing people under 18 to play is the worst thing you can do to a hobby/sport. No successful sport excludes young people. This will allow young people to participate without any of the concerns of danger, they can be helmsmen, they can be engineers, they can be captains! The only thing they can’t be is a gunner. As long as the gunner is an adult, the weapons are just as safe as they are now.
I have more of this worked out, but as I am currently in Chemotherapy for cancer, I will stop at this point as I am exhausted. I would presume there are many questions, and I probably have answers for them, so ask away!