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mdesanta777

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  1. I'd like to share thoughts on enhancing the naval combat experience in UAD by introducing more realistic and unpredictable elements, inspired by historical battles renowned for their chaotic nature. Reflecting on engagements such as the Battle of Tsushima (1905), Battle of Jutland (1916), Battle of Dogger Bank (1915) — reveals the critical role chaotic factors played in determining outcomes. These battles illustrate how unpredictability, surprise, and unforeseen circumstances significantly impacted naval conflicts. Allow me to introduce more examples: Sinking of HMS Glorious (1940): A vivid example of chaos where the HMS Glorious, accompanied by destroyers, faced an unexpected encounter with the German battleships Scharnhorst and Gneisenau. The absence of air cover, misjudgments, and Murphy's Law led to the sinking of the Glorious and her escorts. Battle of Savo Island (1942): Notable for its night action and confusion, where chaotic factors like poor reconnaissance, unexpected ship movements, and miscommunication resulted in a significant Allied defeat despite their superior force. Battle of North Cape (1943): The German battleship Scharnhorst faced navigational errors and confusion in the dark Arctic winter conditions. Miscommunication and conflicting orders within the German fleet contributed to the Scharnhorst being isolated and eventually sunk by British forces. These battles, along with others of the era, illustrate the impact of chaos and unpredictability on naval outcomes. Introducing such elements into UAD could elevate the gaming experience by simulating the uncertainties of real naval warfare. I kindly request the developers to consider incorporating these features to create a more engaging and historically reflective naval warfare simulation, akin to the partially successful implementation seen in Rule the Waves, but even more pronounced. Thank you for considering this proposal. I'm looking forward to the community's thoughts too.
  2. I saw that the dev would provide answers to modding questions, that's great! I reduced ricochet chance to zero and noticed the below effects: When the target is broadside to firer: >more hits tend to be scored on the main belt? >more penetrations tend to be scored, instead of overpen/partial pen >more/less "blocked" shots? Not sure on this one When the target is perpendicular to firer >more hits tend to be scored on front/aft belt? >more over-pens/partial pens tend to be scored, instead of normal penetrations >more/less "blocked" shots? Not sure on this one All without ricochets. What values govern these behaviors? Are they accessible through the AssetBundleExtractor?
  3. Hello! I'm trying to mod a couple of things, and haven't found a place to discuss modding, so figured this was the best place. I'm trying to change the calculation for penetrating angled belt armor (not ricochet chance). In essence I'm trying to reduce the effects of angling on penetrating belt armor. Basically trying to make broadside-on ships less vulnerable, and bow-on ships less invincible. This is because the game registers a lot of bow-on/stern-on hits as main armor hits, when really they should have a much higher chance of hitting perpendicularly the bow/stern armor. It seems that the chances to hit different area of belt armors are the same, no matter the facing of the target. Also, even if fore/aft armor is hit, it seems that the game uses the angle for main armor to calculate the penetration for fore/aft armor. So as a compromise I'm trying to change the calculation for penetrating angled belt armor. I've already changed the ricochet chances in params-resources, but it's not enough. The second thing I'm trying to mod are the chances of over-penetration in relation to the facing of the target ship. Over-penetration chances should approach zero the more angled the target, since the shell would have more ship to go through. Any help appreciated, thanks!
  4. Taking shots from the bow or stern should do much more damage than taking shots on the boardside, since the shot would go through much more of the ship. Raking the bow or stern was a great historial tactic in combination with crossing the T. Shots taken from the bow or stern should not glance off the sides, they should penetrate the front, since they would hit the front of the ship not the sides. Best angling should be when a ship is at 45 degrees to the enemy, not when it is bow or stern on. Shots fired at bow or stern should not be more inaccurate than shots fired at the sides, since almost all of the deviation stems from vertical error (ranging) instead of horizontal error. Bow tanking should not be a thing, not in WoWS, and certainly not in this game.
  5. Beyond the basic stats, is it possible to change things like shot spread pattern?
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