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Skeksis

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Everything posted by Skeksis

  1. I was hoping for Naval Battle Simulator style global map where we plot our fleet/s courses, set the makeup of those fleets and converge them against the enemy. In this case "how many miles", usage and fuel conveys would be a thing, like suppling fuel to ports to re-supply fleets/ships thereafter (logistics). But no, best guess is it's going to be arbitrary like, more to do with how far away a region you can send a ship, as described in there regional fleet type system, even possibly how long ships can stay in that region. And as described we are more likely to get only auto-generated missions with convey ships. But who knows or more to the point, we don't know, if such things as fuel conveys will be a thing. PS: Actually none of us really know the what's, where's, why's, who's (starting) in the campaign. Here's a thought, how about Dev's start posting screenshots and teasers about the campaign, surely there's enough work done to start letting some of it out into the community, would keep things alive until it's available. You know it helps to be informed.
  2. Yeah, whichever nations Dev’s pick we should see an exponential increase in hulls with every update, if not then I would say they’re way behind the 8-ball for any sort of start to finish campaign. Modeling with their limited resources would be their achilles heel, time-wise.
  3. Considering all the hulls of TBs-BBs-1890-1930+, all sizeable, all stats balanceable, all components attachable, times by all the campaign nations available... "waiting" seems incomprehensible! 😵
  4. Two requests... 1) Building HMS Dreadnought using 'Dreadnought 1' hull and its commissioned armament of 12' guns, you can't rotate the side turrets to be inline with the hull without it causing indifference. Could we have the hull widen alittle (or whatever is needed) for this aesthetic... 2) SMS Helgoland and her sisters saw alot of action in WW1 and is a worthy candidate for UAD inclusion but no hulls to suit, could we have her hull and superstructures added into game too please... Helgoland has a single long flat and wide hull, should be an easy one for the team.
  5. Maybe for you but IMO I think the main “appeal” here is the 3D assembly. Every game has some form of upgrades in which players adds to their game object. UAD does it in 3D and that’s unique, players get to be modelers at their level. And also that’s why I think Custom Battles will be the best asset (once develop alittle more) because it will utilize Designer Tool to its fullest potential. Along these lines a 'simulator designer tool' simply won’t reach its aptitude, as soon as you designate the game as a simulator is when limitations are applied (and everyone love those!!!), since with a simulator you can’t really have non-historical ships, or even wild variations of thee. The game just has to balance performance carefully so it is always 'plausible'.
  6. Can it be done, is there an ini file that I could modify to reset all academy missions?
  7. This is the strongest argument I've seen in this forum for the removal of limitations, causality, meaning we don't want the same effect every time, very nice.
  8. v76 custom battles database (game's database?) of DD-BB-1939 has available... Empire of Japan, 18 hulls. United States, 15, hulls. Spanish Empire, 15 hulls. German Empire, 15 hulls. French Empire, 12 hulls. I was picking Japan to be one of the two campaign nations with the most hulls but now with... would bring the French total up quite a bit putting France in the front running. Just trying to read between the lines! 🤔 Japan vs France, unlikely, who would vs France though?
  9. As the statement says, things are back on track so not to worry anymore. 🤞
  10. November, campaign Q1 2021, custom battles Q2, steam Q3, full campaign Q4, carriers Q1 2022.
  11. Naval Action is setup the same way, tutorials merge into challenges, GameLabs just don’t do nice voiceover tutorials like War Thunder. You’re petty much thrown into the deep end. What GameLabs-UADs would probably do is more basic academy missions, if they thought it was needed but definitely no husky-Russian voiceovers!
  12. We peeps should keep this in the forefront of interest.
  13. Then there target audience must be of those who are technically inclined, like you can’t just slap a ship together and win, reading and improving specs has to be a player skill already, with that I would say the current missions in the steps they are laid out are adequate.
  14. If you consider this term, ‘trial and error tutorials’, then the first few tutorials make sense, like they not teaching per say but more of a hands on experience, typical of GameLabs tutorials.
  15. Don’t forget campaign management skills e.g. cheaper ships, faster construction, faster crew training, faster wounded turnaround, more supplies...
  16. Command Modern Operations is heavy on AI controlled battles too but they have a huge user interface which gives the player alot of interaction. UAD would do well to go in the same direction, add as much user input as they can. Along with propellants and filler separation, secondary shell types should be separated too. (bump)
  17. What’s this "selectable from the unit cards", a new UI?
  18. Fixed landscapes have information e.g if tile X-Y unoccupied, our open ocean doesn't. Essentially we have a bunch of dots moving around on a 2D plane, computing there intentions would be almost impossible. It's easy to us but getting the compute to judge situational change isn't, like you could start the AI off but I don't think it's feasible to revaluate. E.g. with helm modes, switching from screening to attack would be easily enough but from attack to screening would require situational judgment. Today we have... DDs, CLs keeping distances switching from visibility to weapon priority ranges. BBs, CAs keeping distances at optimal weapons range, is exactly what is RL. Retreat after damage and outnumbered is/has/currently been develop. So not so much tactics of 'cavalry' (or how good AI can be with cavalry) but tactics of ships.
  19. AIs can only respond to the information at hand, not what might be information e.g. computing player prediction, computing tactics to entice player actions. Humans can do both, predicting and enticing enemies but AIs can't. Apart from the initial battle setup, it would be a too bigger ask during battle in real time. I think the AIs has at least 3 course types, arc from the target, away and to. The target is information at hand and the AI can plot from this based on the ship/group class, current game tactics. It would be very hard to compute anything beyond this such as applying pressure for a reaction.
  20. oh that long, for a minute there I thought there was some spit and polish going on, oh well.
  21. How long has the ship in the main menu screen being rolling? I've never noticed it before.
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