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Alex Connor

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Alex Connor last won the day on November 9 2015

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  1. That is really cool, basically everything I was hoping for about the game when first announced and then some :) Particularly interested in building a fleet vs just building individual ships, I'm already planning classes of battleships, cruisers and destroyers (and maybe even some hybrid types). That balance between quantity and quality of individual ships is going to be fun to play around with, not to mention trying to design ships that will still be useful (or can be upgraded in useful ways) even when they are no longer the peak of available technology.
  2. I did run into some of the problems you probably found but there are definitely solutions and ways you can build/details the parts so that they work together perfectly. Combining detailed and accurate parts like bridges, funnels and bridges taken from real ships with preset "building-block" parts has huge potential to me, the options are almost endless (casemate guns in the superstructure, catapults for floatplanes and so on), this can work for any size or type of ship. Currently working on a detailed proposal for how individual parts work plus a higher quality model for demonstrati
  3. Challenge accepted Detail is not a problem as long as you build the pieces to work together but also be able to stand on their own. 3 ships made by arranging exactly the same pieces in different ways. (note, these pieces could be far more detailed/elaborate and still work together) I have some ideas for a system on how to control the pieces in the shipbuilder itself (pretty much put everything on a grid, you could even use a 3D grid for machinery layout inside the ship's hull).
  4. I understand, at this point you are more or less just building models that will be chopped up later to create assets for the shipbuilder. Well, (surprise ) I have some ideas for how the more complex superstructure could be handled. The early battleships can be pretty simple, identification book examples from page 1 of this thread look great because early battleships looked like that, but going into WW1 superstructure gets a lot more complicated, lots of things intersecting with each other. So for example you can build preset superstructure pieces like this, and allow players to move
  5. Really nice models, throw in some length of hull options and that pretty much covers early torpedo boats even into WWI. I'm a little curious how you will handle custom designs with such detailed models though, what happens if for example I wanted to build a 3 funnel version, or put one of the torpedo tubes amidships? Do the ventilators disappear, can you move, delete or even cut in half the low piece of superstructure the funnels are sitting on?
  6. On a subject we can all agree on, a functional system of commerce would be pretty awesome. I've played a fair number of ship titles and other strategy games and merchant ships tend to be targetable scenery whose destruction doesn't actually mean anything. If merchant ships exist at all that is, frequently you get a sea full of warships and not much else even though commerce vessels outnumbered warships by 10 to 1 or even 100 to 1. Here there will be shipbuilding which means you need to have resources, and those resources could be tied to physical cargo ships plying the seas. Doesn't
  7. Well, that works in a game where you command one ship (or submarine) and gameplay consists of combat and looking for combat. However, there are a lot more uses of time here. There is combat itself, there is shipbuilding and there is also strategy. We don't know what devs plan for strategy, but at the least there is time progression from 1880 to 1939 and a large map or world map. Quite possibly there is technology research to handle (so you cannot for example build HMS Dreadnought in 1880), along with diplomacy which is important because historical conflicts take up only very small po
  8. An open world would really limit playability if you want to have a global game map. I mean Naval Action is a beautiful game, the combat is fantastic and I have spent well over a thousand hours playing since sea trials, but in a game map that size everything takes an eternity to do (maybe that's why I have so many hours, there was a lot of semi-afk sailing). Last time I was playing was based out of Navassa attacking traffic around Port Royal/Kingston, a distance of no more than 150km in real life on a map nearly 4000km across, yet that was a 30 minute sail just to where enemies might be,
  9. If you are still weighing options can I pitch some ideas? It's an old game now but Battlestations Midway had an excellent blend of action and strategy, IMO much more enjoyable than World of Warships. Gameplay comprised of commanding a squadron of ships, players would switch from 3rd person control of their ship to giving the whole squadron orders via the battle map, and could also switch between all the ships under their command. This made for some very varied gameplay, within individual missions you could go from destroyer torpedo attacks to dueling with battleships, and the missions ran
  10. Based on the Cressy and Drake classes? Very nice model and I love how you are using variations of similar ships to build more visual variety.
  11. The pattern broadside or random fire is more or less where it should be, firing to hit an enemy at medium and long ranges is quite accurate. Or at least accurate enough. However most people prefer rolling broadsides because they are very accurate and allow extreme concentration of fire at even very long ranges with enough practice. I have vivid memories of Tommy Shelby sniping the mizzen mast off my Connie with a Victory at not less than 800m, and the whole broadside went through my mizzen-top platform like a stream of cannonballs about 3ft by 3ft that ran deliberately from the front of t
  12. Gunnery is and has always been far too accurate. You can play around with mast thickness and hit points but it's just avoiding the real problem. Which is that gunnery dispersion during rolling broadside (or single shot) is far too low, in reality the ship is rolling and smoke from the first guns to fire blinds gunners, you would have a lot of vertical dispersion and even horizontal dispersion as the gunners miss their timing in the smoke. At most rolling broadside should only be accurate enough to hit the enemies side or bow/stern at point blank range, and firing single shots for ran
  13. Still really excited to find out the direction Game-labs will pursue for the game itself. Obviously there are a few concepts for a single-player naval game, 1) Mission based. This has the advantage of devs being able to set up some exciting historical battles, but to me doesn't really take advantage having a full 3D shipbuilder, since you are probably just building individual ships for missions. 2) Open world (similar to Silent Hunter). More exciting because you are now building a ship (or squadron) that has to be more flexible and balanced, the downside is that to me at least real t
  14. As I understand the tools will be there to recreate real ships and battleship classes but you will have the freedom to come up with your own designs and progression of ship size/armament is not directly tied to history. Depending on the final form of the game unlocking hulls/turrets/propulsion/gunnery systems may be either tied to the year ingame, progress in missions or require researching. There may also be build time requirements for components like guns which were one of the most labor intensive parts of building a new battleship. That means the dreadnought leap can be smoothed w
  15. There were many transitional designs, for example the Japanese would have built a class of all big gun capital ships (Satsuma and Aki) predating the Dreadnaught but ran out of money and ended up with a mixed 12in/10in battery. Building our own ships offers a chance to smooth that transition with a whole range of mid-sized mixed battery battleships.
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