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rgreat

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Everything posted by rgreat

  1. Game is just not ready enough for me, yet. Waiting for a full release.
  2. If Player PC have enough memory, please keep assets in RAM. That will hopefully make loading close to instant. (After 1st time)
  3. So one Blacksmith is absolutely useless?
  4. I have small and fast ship, enemy have slow large ship. Even if i retreat to the edge of the map and lose battle, on campaign map my ship is still locked in battle.
  5. Weight distribution computations are completely broken. Smallest changes could move from +100% front to +100% aft. 😵
  6. You have to achieve a golden middle. Not too much, not too little. That's why I want "options/sliders". So I could adjust this one to fit my tastes. Did you try Jutland from SES? https://store.stormeaglestudios.com/product/133/jutland They managed to do it more or less right in campaign there. P.S. It is actually the best naval game I played, since Great Naval Battles series.
  7. Allow options/sliders for campaign to radically reduce amount of encounters. Playing 1890 campaign. I have 3-5 encounters per month, which is getting repetitive and tedious Only a year passed, but most of the enemy fleets are wiped out with these many encounters. Not even a single research is complete, but I feel like I'm already win. Not much space for progression. I would be also glad if extra sliders for economy/research/ship costs/maintenance costs would be implemented. P.S. In reality, in WW1 it was not so much fleet activity.
  8. Please allow time acceleration x5/x10/x30 at all times. Early betas had this option. I don't care, even if simulation would be a bit compromised at x30. I just would not use time acceleration when it is really matter.
  9. Yeah. I'd suggest allowing to "open" several divisions at once. Also, it would be smart to hide the division card when it is opened. Basic thin rectangle, with caption, around division ships would be enough.
  10. I'll only address the simulation part of the game. 1. Close range accuracy is still way too low. At 1 km it must be at least ~25% against slow broadside targets at normal sea state. And much more against capital ship size targets. Close to 100%. You just can not miss a target of that size on that distance. 100m target at 1000m is a freaking 1/10 proportion! (By the way: battleship height is 50+ meters and length is 200+ meters). To miss it from 1 km you should be blind or be a traitor. 2. Acceleration is weird. Ship deceleration is too slow. Cutting power to engines should decelerate pretty quickly to about 50% speed and then process should slow down from that. For now, it feels like ships have linear value of water friction, and too large inertia. Also, ship accelerate much faster then decelerate. And turning shafts to reverse should not instantly damage all your propulsion. It is not like engaging a transmission of a moving car in to an "R" position. 3. Engine damage is odd. Same like in pt.2: you lose one engine point - you lose like 50% of speed, and on 1/3 of power you just sit in the water like a dead fish. That's totally unrealistic. In real life, more power you add - less speed increase you get. As a result, losing 1/4 of power should only cost you a few knots of speed. And as long as you have at least 1/4 of power you should be able to maintain about 50% of speed. 4. Damage control: flooding is rudimentary and very arcade-ish. Damaged water tight compartments flooded insanely fast, and pumped out insanely fast too. Such fast water fluidity only realistic for smallest row boats or RC models. Field repairs fixing a hole in 1 minute? No fricking way! It takes tenths of minutes, if not hours. The only way DC can save the ship "in minutes" is by closing water tight compartments, pumping out water and counter-flooding. 5. On the other side of the coin: buoyancy of ships is insanely good. Only the lowest "floor" of the ship could be flooded, which is not in any case realistic. And if this is a simplification of game design and the only water displaceable level of the ship is the bottom one, then ships stay afloat with 75% of its compartments flooded. And that is complete nonsense which as a result cause weird effects, like unsinkable ships. You literally should make holes in hull from all directions to sink a ship. As a result, the current game flooding model could not be considered adequate for any "simulation" type of game. In fact, it could not be considered good even for naval arcades. 6. Please make time acceleration work all the time. Be it x5 or x10 or x30. To sweeten a pill a bit: at least in later patch gunnery model (while still a cringe inducing), more or less playable, from a game point of view. P.S. Developers, please hire an engineer.
  11. Default campaign is not fun. I can not alter starting year and at default one gunnery accuracy is way too low to be effective. I know it was only a few percents of hits in reality. But that was at long ranges, which is totally understandable! But inability to score hits at close range? In game even at point-blank range it is like 15% accuracy? WTF?! How you can miss at these ranges at all?!
  12. I actually tried to manually change between AP and HE. AP gave out better results with better damage and near the same chance of fire. And by the looks of it auto was equal to AP for me. So most of the time it was AP.
  13. That's completely unrealistic as even partial penetrations should cause armor plate dislocations, structural damage, fissures and leaks. Ship damage diagram shows below waterline part of the ships as completely destroyed, but still no leaks at all. Not to mention repetitive partial penetrating strikes against same armor plates should cause their progressive degradation to the point of complete breakdown. For now as I could 'partial penetrate' same armor plate indefinitely, and it still will work just like new.
  14. 173 partial penetrations should also count for something, no?
  15. There was a lot of penetrations (you should see there is a 12% chance noted). And even more partial penetrations. And a lot of fires of course. By that time all watertight compartments should be compromised, water pumps out of order and damage control crew shattered or killed. Not to mention extensive damage to the hull. But seems like the game just does not consider it affecting below water line situation in any way.
  16. Why not a single leakage on a ship nearly turned into sieve?!
  17. Please disable time acceleration limits. I want to have 30x option at any time. Not just mere 3x. Also please allow game to run when it is out of focus.
  18. Real time data on container ferry class ships. Time Speed, knots Revolutions per minute STOP -> FULL FORWARD 00.00 0 0 01.00 4.1 73 02.00 9.8 80 03.00 14.2 83 04.00 17.7 84 05.00 19.9 88 06.00 21.4 88 07.00 22.4 89 08.00 22.9 89 09.00 23.3 89 10.00 23.5 89 11.00 23.6 89 12.00 23.7 89 14.00 23.7 89 16.00 23.8 89 18.00 23.8 89 MEDIUM FORWARD -> STOP 00.00 18.0 67 01.00 15.4 0 02.00 13.2 0 03.00 11.6 0 04.00 10.2 0 05.00 9.2 0 06.00 8.4 0 08.00 7.1 0 10.00 6.1 0 15.00 4.6 0 FULL FORWARD -> FULL REVERSE 00.00 23.9 88 00.30 22.0 5 01.00 18.5 -68 01.30 14.2 -72 02.00 10.5 -72 02.30 7.1 -75 03.00 4.7 -76 03.30 1.0 -78 03.40 0 -78
  19. Do you know about water friction? Do you know how large that force is compared to air friction? On "high" speeds like mere 30 knots water friction is so strong that to overpower it in large ships you need hundreds of thousands of horsepower. Yes, inertia is a big factor, and at low speed water friction is quite low comparable to ship large inertia, but not at high speeds. That's same as with acceleration but the other way around. It is fast to accelerate first 20% of speed but very slow to attain the last 20%. Same as it is very fast to lose 20% of max speed but very slow to come to full stop for the last 20%, unless you do engage reverse. And with reverse engaged it is must be quite faster to decelerate compared to acceleration. But that not the same in game.
  20. Isn't it must be the over way around? Also, I think acceleration and deceleration must greatly depend on speed.
  21. Can you add more diversity in difficulty settings? For now, it have easy/medium/hard which alter enemy force size AND campaign rewards. Can you make these settings separate and maybe more customizable? For example, I'd like to have normal enemy army size with very low budget available for me. I like a challenge but I don't like to fight with large armies/fleets. Also, I'd like to have ability to somehow reduce current meta where capturing enemy ships is the easiest and maybe only way to win. Maybe limiting crew replacement pool is the way?
  22. You could only manage your flagship, or the ship you value enough. Or not micromanage anything at all, and let AI do it all automatically. Automatic damage control should be good enough to keep it that way if you not want do it yourself for some reason. Like AI control for formations we have currently. Sometimes i use it, sometimes not.
  23. Decided it worth a separate thread. I want an advanced damage control system. Trying to keep your ships afloat and still able to fight was perhaps the most interesting part of old Great Naval Battles series games. You could manually control fire-fighting, flood-fighting, counter-flooding and system repair. You have limited damage control teams you can assign to do work, and several pumps, you can assign to pump out (or pump in) seawater. If your magazine flooded you lose ability to fire guns assigned to it. If your boiler room or engine room is flooded it will be damaged or even destroyed and you lose some power and speed. But you can fix bulkheads in compartment, pump out water, and with considerable effort repair damaged room, restoring that power. Similarly most compartments damage affect something so you must decide for yourself priorities of damage control. And of cause all it can be done automatically by the AI. Why not add something like that into this game?
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