This is a collision between real interaction and virtual battlefield
Players will fight on two different battlefields
You will become the controller of the same ship with other players, breaking the traditional "one player, one unit" confrontation mode.
Control your cannons and torpedoes to sink enemy ships!
Recommended number of players: 4-12 people
(4-8 people are recommended for lower configuration servers)
Video appreciation
introduce
You, along with the other subjects, are taken into this dark underground laboratory. The rusty door slowly opened, and behind it were several models of ships from World War II. You and other subjects will be divided into red and blue sides for a death confrontation. You will directly control the ship units on another virtual battlefield through the mental data connection device to fight. At the same time, you will also be given special supplies in the real world. Props to support normal operations in the experimental area...
battleship
There are a total of six different ships in the game for players to choose from.
>>> Battleship
━━━━━━━━━━━ IJN Fuso
━━━━━━━━━━━ HMS Nelson
>>> Light cruiser
━━━━━━━━━━━ IJN Tenryu Tianlong
━━━━━━━━━━━ HMS Aurora
>>> Destroyer
━━━━━━━━━━━ USS Clemson
━━━━━━━━━━━ SN Minsk Minsk
main gun
>>>Each ship is equipped with main guns of different types and calibers
● The large-caliber artillery of the cruiser (BB) can quickly destroy lightly armored units
● The light cruiser (CL) has a smaller artillery caliber but a faster rate of fire. It needs to cooperate with other units or torpedoes to conduct multi-directional battles.
● Destroyers (DD) have the least powerful artillery, and their damage to heavy armored units is not ideal.
>>> Cannonballs are divided into two types
● Armor-piercing projectiles (AP) have high damage and are very effective against lightly armored units.
Hitting the core area may cause paralysis/hitting the middle of the ship may cause the turret to be paralyzed
● High-explosive shells (HE) have low damage and are not suitable for directly hitting heavy armored units.
Hitting an enemy ship has a probability of causing a fire, and the probability of hitting a superstructure is as high as 80%.
>>> Shooting method
Players in the weapon module need to select the AP/HE logo in the third slot of the inventory to enable aiming. The turrets available at the current angle will gradually turn to the player's aiming angle according to the ship's gun rotation speed (gun rotation speed: DD>CL>BB), and there will be a triangular particle effect as a logo. After the main gun is turned, the player can aim at the water/mountain and press the right button to fire. Each time, an available main gun will be randomly selected and fired. Unfortunately, we didn't do volley fire. Players can press and hold the right button to fire in rounds.
The parabola of the cannonball will be automatically calculated based on the aiming point, and will have a certain dispersion range. This range will be adjusted according to different ships and the distance from the landing point to the ship. There is a maximum range, and cannonballs exceeding this range will fall early; there is a shortest range, and cannonballs can only fall outside this range.
In addition, when the player aims at the enemy ship, the landing point will be automatically adjusted according to the movement direction of the enemy ship. That is, if the player aims at the side of the enemy ship, he will land at a certain point in front of the enemy ship, which greatly reduces the vertical dispersion. The distance allows players to only focus on the advance in the horizontal direction.
torpedo
>>> Only destroyers and light cruisers are equipped with torpedoes in the game
Players in the weapon module need to select the torpedo icon in the fourth slot of the inventory to enable targeting. Please note that torpedoes can only be launched from the side of the ship, and the game will give the player a range framed by a green line. The turning of the torpedo tube does not take time. The player can directly press the right button to launch the torpedo after aiming. The torpedo will move forward at a certain speed and will not disappear until it hits a ship, a mountain, or runs out of power.
The torpedo will ignore the armor thickness, causing 7000 points of true damage to the module it hits, and has a high probability of causing the module to become flooded (see below). When a torpedo approaches a ship, bubble particle effects will appear on the sea surface.
Tutorial
Download address: https://www.lanzoux.com/b0fdicsda Password: 7h91