Andrey Gashkov, general producer.
Continued from Modules in World of Warships.
Every component consists of a large number of game modules. For instance, the “Main caliber” component includes all relevant cannons, aiming mechanisms, ammunition rooms, elevators for shells and charges, etc. But this component will be provided to players only in unified form, without the need to control every screw pitch. After research, it will be sufficient just to replace the former component “Main caliber 356mm” with, say, the new “Main caliber 406mm” – that will automatically cause all updated modules get to their places instead of the old ones.
During battles, all components and inherent modules will work approximately the same way as in World of Tanks. So, this will basically mean that hitting the main caliber battery turret may set it on fire and inflict damage (including critical) — if the shell managed to pierce the armor. This is quite hard to do, I admit; historically, these elements have the thickest armor. The Yamato battleship was renowned for her 650mm thick armor plates on the main caliber battery turret. Piercing 410mm armor and covering ammo rooms wasn’t an easy goal either. But in the rare cases this occurred, the unlucky ship was close to immediate destruction, conditioned by the stored ammo’s mass detonation. Actually, this is what happened to the British cruiser “Hood” when she got hit by “Bismark” cannons.
A damaged turret will traverse at lower speeds, and the rate of fire will also reduce. This will happen simultaneously, by the way. The same effect will take place in the case of damage to ammo rooms (of course, only in the case that the player is lucky enough to survive it). Players will be allowed to repair the damaged turrets right in the heat of the battle – they just require relevant consumables in their possession.
Nevertheless, unlike World of Tanks, a destroyed main caliber turret won’t be subject to any repairs before the battle ends. But, of course, you may easily fix it in your dock afterwards. So it will be reasonably possible for skilled players to disarm their enemies with their first blow, even destroying the whole ship by a single hit. To do this, you need to aim at a turret and hull. You should also keep in mind that cruisers and battleships suffer the most from AP shells, whereas destroyers may be easily handled by HE rounds. Though such tricks usually demand close distances: the dispersion ellipse radius at a >20 km range usually exceeds that of most ships.
Fire within a main caliber battery turret is surely not something you want to happen to your vessel. Whereas such turrets surely will not be able to shoot, there will always remain a chance that the fire will ultimately enter ammunition rooms, bringing you to a bitter end. From that point, the whole process is quite realistic – smoke rising upwards, coupled by random flame bursts. Obviously, such fires should be extinguished as soon as possible.
All remaining components and game modules present in World of Warships will work in a pretty similar manner. So, damaging engines will cause the speed decrease or even completely stop your ship. Hitting radars will shorten your sight radius. Damaged catapults cannot be used by reconnaissance planes to take off. To get an idea of how every group of modules works, you may just look through history books or relevant technical documentation. Or, simply wait for our upcoming stories, where we will cover all the “white meat.”