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Showing content with the highest reputation on 05/03/2021 in all areas

  1. A players suggestion guide for Custom Battles development. Essential: All savable scenarios. All designable ships, including enemies (I). All savable ships (could be describable as blueprints). General: The ability to save during (or while in) battle, to continue +hours battles another day if needed etc. Transport ship designing. Transport command enable. Assign captains (with skills - or crew skills). Set fleet locations and directions (II). Set AI retreat level. Set day/night or set the in-game time. Set weather
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  2. Yea the points system I think would be a good addition. It would make outcomes easier to understand. As for the objectives, what I was thinking was you could have a mission where your goal is to sink X convoy ships, then successfully withdraw (using your smoke distance limit). Instead of the current, sink X ship and keep your ship alive in X time limit. Would just add more variety IMO. I personally hate time limits on battles. I agree. I do not want something that is purely "kill all ships in the time limit" as the only objective for custom and campaign.
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  3. I guess that’s going to be the major change from RTW2. In RTW2 you can sink one ship and then do a runner and win on points or win without completing any objectives (objectives are bonuses). Is UAD going to be all objective base battles? Is this how the campaign is going work from battle to battle. As objective based, withdrawing/retreating wouldn’t be an thing, only the objectives. I’m not sure I like where this is heading, since it would diminish open world somewhat, like you would never be able to withdraw to fight another day, come back with a larger/better force etc. you ca
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  4. Eh, I have no comments or criticisms in regards to the current state of the game. If I've touched it once in the past two patches I'd be surprised. Most of my free time gaming energy has been on table top wargaming and deep rock galactic. Though, rtw2 is calling me again.. you can play as china now. How about yourself?
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  6. I would suggest a slight alteration. Withdraw could result in loss or win based on combat/mission objective. If in a custom battle/campaign, withdraw means a loss as you do not control the "battlefield". This would have to have a supporting mechanic to allow the AI to utilize. Here I think your idea about the "smoke range limit" could help. In addition, the AI would have to be coded to fight up to a point that would be natural to flee (unlike we have today). If the AI/player is able to break contact, then withdraw becomes an option. In custom battle, this would just mean a win for the sid
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  8. Fantastic news guys!!! I am excited on the outlook as well 🙂 And amazing that the ship designer is moving ahead! Splendid 😉
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