How I would balance CVs
Balance Changes [ ] Aircraft spotting can only be seen on the radar unless an ally is within spotting range. Surface to air detection may be increased for all surface ships [ ] Cv rockets squadrons removed - replaced with fighter squadrons (same speed, hp and squadron stats, no more CV fighter consumable). Can be adjusted for different nations or introduction of new CV skills to increase fighter count [ ] Fighters have a slightly smaller circle (similar to when pressing 'T') surrounding them. [ ] When an enemy is within that circle, gives you the option to lock in on the enemy similar to current fighters. [ ] Dive/skip and torpedo squadrons can defend themselves automatically (to varying success, can be modified so nations can have gimmick) [ ] All CV dive/skip bombers and torpedo squadrons changed to 1 squadrons on deck and 1 in reserve - this can be modified and adjusted for different nations (e.g. only 1 torp squadron +0.5 in reserve and 1 dive squadron +1.5 in reserve or even more fighters) [ ] Some gimmicks can also be applied for Cvs like Kaga and others for above [ ] Overall torpedo and dive/skip squadron speed (boosters) decreased by ~10%. base skip bomber spd not changed [ ] CVs now have an operational area of ~15km (+/- for nations, can increase by tier to ~21km max. Max distance may change depending on balance. Different nations can have their own unique ranges (or not to reduce complexity) [ ] CV have their detection reduced by ~15% to help with operational range [ ] Planes no longer regenerate and Cvs are capped with their starting Planes (can be increased, will be discussed later) [ ] Squadrons no longer have the heal consumable.
Matchmaking changes [ ] Can now have up to 3 CVs per team (very rarely however, most common will be 2) The idea is that there can be at least 1 cv per team and Cvs have the ability for counter play against each other. Also may result in cool dogfights if multiple Cvs are in the game.
Other Mechanics [ ] Fighter consumable improved so that within 1 second of planes entering patrol area they will begin to autolock [ ] Fighters deployed increased by 0.5 [ ] Patrolling area increased by 0.5 [ ] Cvs can request fighters from ships with the fighter consumable equipped to donate their plane reserves (similar to requesting smoke) [ ] Fighters donated will use the consumable and sent to fly to the friendly CV. [ ] Planes are converted to the CVs specific fighter (to reduce game complexity) [ ] CVs can't be researched until you have at least 1 techtree t10 ship first - to help players learn the game more [ ] Economic improvements to reward planes shot down for CVs more
Overall Thoughts
CVs are hated for 3 main reasons. 1. Constant vision 2. Crossfires and easy access to broadsides 3. The feeling of lack of counterplay playing against them. While these theoretical changes doesn't help with the lack of counterplay (maybe bring back old DFAA clicking on planes?), I believe it does help with the other two issues.
Constant vision is fixed by simply changing the targets spotted to only be visible on the map unless another ship is within spotting distance.
The ability to create crossfires and easy access to broadsides can be fixed by adding a controllable fighter that significantly outspeed the strike squadron. Also fighter consumables would be buffed to help with avoiding follow-up attacks.
Eliminating access to broadsides completely is also a problem as there would be no reward for correct positioning or timing, especially now that although CVs are slightly more stealthy, they have an operational range and the overall skill ceiling would be raised.
Having potentially transferable fighters can help with reducing onesided CV games. Strike squadrons can be deplaned, however a CVs fighters are numerous and can further be increased from teammates. This (theoretically) allows a worse player to have a chance of deplaning the opponents strike squadrons rather than the rts days of complete domination once the ejemy has been deplaned.
Repair consumable being removed just makes sense. Why would a plane be able to repair itself while being shot at by flak? I also think that the current AA system is easy enough for people to simply dodge the flak and continue their strike. If people are close to each other and your planes gets wiped from overlapping flak then attacking them probably wasn't the smartest choice. This would also make it so that CVs have a much higher skill ceiling and more likely to be spotted and actually shot at (combination of operational range + lower concealment to encourage more aggressive positioning) than before, easing the frustration.
Of course these are massive changes and if somehow gets implemented would take a while for everyone to get adjusted to.
Anyways, thanks for listening to my Ted talk and tell me how you feel about this. Is this too complicated for the current wows playerbase or am I just saying out of my ass.