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FinnishJager

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  1. This game's not going to get a campaign is it...
  2. I think it's understandable that shell hits to the superstructure shouldn't sink a ship, but those kinds of hits should quickly render a vessel combat incapable. The video correctly shows that ships are tanking too much damage EVERYWHERE. The danger of magazine explosions that sink a ship outright also never feels real. The game looks like World of Warship's combat.
  3. All well and good. The more I see new ship designs released, the more unhappy I get that the game didn't go the route of the original design trailer. The lack of true ship customization is sad. Missed potential that the AI designs from larger parts (as current) vs the player designing ships like you can design rockets (and more) in Kerbal Space Program. The campaign better be good, otherwise it's a big miss in terms of game potential.
  4. If I have to give a non-campaign answer, it's going to have to be a throw back to the video that gave so many of us interest in the game in the first place. Modular parts and pieces that give players freedom to design. Also hull mounted torpedo tubes like the various Japanese cruisers from the 30s and 40s.
  5. I know I just want some design freedom! I like making ship-bucket type artwork so I want to be able to make ships in-game look as close to how I want too as possible. Hopefully this is something modders (if the game allows it) will take up.
  6. Will we one day get various assets to build our own superstructures/bridges instead of using a single full part? Only because say "Hey, I really like the look of the Iowa bridge, but wish I could add another deck somewhere because I love Pagodas too!" and build our superstructures "from the ground up"? (Kerbal Space Program's part lists and building come to mind, as well as Cities Skyline's asset editor)
  7. Is the discussion getting off-topic here errrr?
  8. EXCUSE ME, this is Doug Dimmadome owner of the Dimmsdale Dimmadome, doing a Doug Dimmadab!
  9. More hot takes... Hard pass on a multiplayer focus and some of these other suggestions. Reading the published information on website would be a good place to start. This game is not gonna be World of Warships or WarThunder, or Naval Action in Armored Ships. https://www.dreadnoughts.ultimateadmiral.com/
  10. Well, I would say it depends on how much (or if any) role oil/coal will play in the campaign. (I hope it does!). This way your ships can have combat ranges. I don't know if specific placement of oil/coal bunkers is necessary (the number should be worked out via displacement and the range slider. ie abstracted to some ship design subcommittee at your shipyard) but being able to place basic machinery in the ship designer through a bulkhead viewer that looks like the one we get in the battles would work. This bulkhead viewer should ideally also show us the ammo storage and the citadel layout. This way we can visually see any citadel settings we choose and when we increase or decrease the number of rounds carried.
  11. This idea should be left to some modders, if modding is possible.
  12. A couple other thought's I've had reading these comments. 1. Merchants should have poor flotation because of the large cargo holds. 1, maybe 2 torpedoes max should sink a merchant. Shots at the waterline that cause flooding should be very damaging to merchants. It's kinda understandable that shots to areas above water don't easily sink ships because they don't effect buoyancy, but yes it can be frustrating to keep pumping rounds into a ship and not seeing it sink. In Rule the Waves, crews of Merchant ships would abandon ship. That might be a good option for the game (ie campaign) as shots to the superstructure causes the crew to leave the ship, then the merchant has some severe penalties and sinks due to damage a lot quicker, or something like the crew scuttling the merchant. 2. This is a hot take, but what if the health bars were invisible to players. Players could still see the bulkhead views of your own ships and that of the enemy, so you can see the fires, the flooding, the damage, but won't have the percentage health number to look at.
  13. Some good ideas here! An additional idea for "Damage Model - Bulkheads" is fires spreading to (or ones already in) areas of the ship where you have ammunition storage can/will cause an ammunition detonation which will sink the ship. The turret lifts and hoists for the ammo that extend several decks below the main guns should be shown in the bulkhead viewer as well as the ammunition storage areas. Fires aboard ships, especially in these areas, are the biggest danger at sea. There are countless examples of crews flooding the magazines just so a fire doesn't cook off the entire ammo supply and obliterate the vessel. More or less bulkheads should have some effect on the spread of fires (if it doesn't already). TL;DR - Fires should be more dangerous to ships and explode ammo magazines.
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