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WT91

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  1. Wanted to report the same issue. I noticed in campaign, playing as french, 1900 start. 1903 I wanted to update my CA design with new engine, new funnels, and an increased top speed to make use of lighter more powerful engine. Made changes, also improved armor from Krupp 1 to Krupp 2. Refit all 20~ of my cruisers to this new spec. Now all of them show the basic/starting equipment in the construction menu. Black Powder/Brown powder, Compound armor, basic steam engine, natural boilers, etc.
  2. I agree with most of the suggestions made already. I've been enjoying the game very much and am very interested in naval architecture. I have a 6 foot long Jean Bart model in my garage haha. Give us more freedom with the placement of towers and funnels so we can replicate Nelson/Richelieu/Dunkerque/etc style ships. Give us more freedom with the placement of the barbettes so we can stagger turrets in more locations. More barbette options for different heights and different turret diameters, for superfiring secondaries or smaller caliber guns on cruisers/etc. Let us chose to use a less advanced turret if we want. I noticed in one of the missions that some of the towers have a superfiring turret base built in. Awesome, love that for compact designs. It can fit a triple mk2 16" turret, but a triple Mk3 16" turret is too big for the mount and interferes with the tower. Let us pick and chose up to the maximum unlocked level, just like with engines/armor/etc so that way we can really customize our designs. More Superstructure options, perhaps even entire deck section options. Right now it would be very difficult to visually replicate a WW2 era refit Queen Elizabeth. There are some towers that are visually close enough, but they're entirely too short. Giving us the ability to place a "tower base" or something in the middle of the hull to step the whole thing upward would be very nice. So we can place our towers starting at the superfiring main turret level instead of having our ship's bridge being completely obstructed by a superfiring main turret. These bases could include casemate mounts, secondary turret barbettes, etc. A suggestion I didn't see yet that I would love: When you have your mouse over one of the armor sliders, show us on the model with a highlighted area what exactly we are armoring. This could work extremely well with the citadel schemes, especially "All or Nothing" so we can remove the belt edge and deck edge areas if we so choose to concentrate on the main belt and deck areas. This is, of course, assuming that the armor is placed on the ship in response to the location of items (engine rooms being underneath where the funnels are, magazines being underneath turrets, etc). Right now the funnel capacity system is very obtuse. There is no warning that you are only operating your engine at 50% capacity due to insufficient funnels. There should be a yellow caution indicator advising that you are not at 100% funnel efficiency, so that new users learn about why funnels are important instead of just "You need 1". As it stands you need to scroll all the way down the right side info screen to get the funnel statistic, something I didn't learn until I was hours into the game. I'm sure I'll come up with more as I play more, but you guys are off to a great start. I didn't realize how much I was missing a game exactly like this.
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