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Zuikaku

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Everything posted by Zuikaku

  1. I woul'd also like if they implement morale and experience system that works similar to that in Close Combat game series. So if we send order to charge into enemy line to some inexperienced (or just overly cautious) destroyer captain he might refuse to do so and make some excuses (can not build enogh steam, not in contact with enemy, experiencing engine problems...). I'll never forget when I used to order green infantry squad in Close Combat series to assault enemy KV-1 tank only to get answers like: we can't hurt that, conserving ammo, their armour is too thick). Also it' woul'd be a good thing (especially when there is no radio available) for ships to misinterpret or not get orders at all (crew experience woul'd influence how likely that is and admiral ship is excepted from this). That woul'd make ships under our command to act like they are manned by real flesh and blood men and not some robots or androids that obey whatever orders they get without hesitating or making mistakes.
  2. You all talk about placing machinery spaces. And what about boiler rooms?
  3. I woul'd like to propose some ideas regarding crew mechanics. I suggest crew to be divided into few subcategories: machinery crew, stokers, damage control crew, tower crew, weapons crew. Each time ship is hit the game takes account on which compartment is hit and depending on damage inflicted crew can take losses. So, when boilers are hit by overpen hit, there is slight chance that stokers will took some light losses. If we have penetrating exploding hit, losses can be quite high. Similar is with other compartments through the ship. This way we can have main turrets mainly intact but inneficient due to less than optimal weapon crew numbers. DC ship crew can take losses either from direct hits or when fighting fires or heavy flooding. As crew numbers are reduced ship loses overall efficiency. So when superstructure is mostly destroyed and tower crew took heavy losses, ship ability to aim, track targets and spot torpedoes is drastically reduced. As DC crew numbers dwindle, ability to contain damage degrades. Losses can be partially replaced by investing in special ship compartments like dressing stations or surgery rooms. Overall crew efficiency and morale can be boosted by investing in living quarters quality and spaces dedicated for entertainment (movie room, gym, chapel, bar, swimming pool, library, game room) - each of these costs maintenance, tonnage and additional crew.
  4. Where do you get these ship schematics/cuttouts from???
  5. Her armour was upgraded. Main belt was actually not penetrated but the superstructure was heavily riddled and burned out. I can se the point in making small caliber guns and non penetrating hits dangerous in close combat. Also the crew lossess impeded the functionality of the ship.
  6. Battleship Hiei disagrees with this.
  7. I don't think targeting individual components was even remotely possible in dreadnought era unless at point blank range. As I said WT ship combat is a cadual shooter game and not a naval simulator. WT is upgraded MMO version of Battlefield 1942 which is not bad. But it is not realistic naval sim.
  8. Whats all this about Warthunder? From what I have seen about WT ship combat it is just another (brainless) shooter where you score multiple hits with first salvo. Although graphics and ship models are excellent it's just not it!
  9. What happened to the crew and crew mechanics? Wasn't that planned for the alpha8? And what are the chances for earlier campaign start (1880 or 1870) and ironclads?
  10. You know this still isn't beta 😉 ?
  11. The way I see this is that many of you folks were begging for fictional superbattleship hulls, quad turrets and 20 inchers (under influence of World of Warships arcade shooter). Devs complied. I find early era (even going into 1870's) far more interesting and hope we get more early hulls and even ironclads eventually. Also have hopes for campaign starting at least decade earlier. But I'm also happy to see wide range of late designs.
  12. ...well, or lack of them... I find it highly unrealistic that there are no torpedo duds at all and all torpedoes are flawless. In this time period (especially pre WW1) there was quite the high rate off dud torpedoes. Now in the game any torpedo hit on any angle will result with detonation. In reality, even '40 era torpedoes often needed ideal impact angles in order to detonate. My suggestion is that tech research can improve reliability of torpedoes. Also introduction of magnetic exploders can make torpedo attacks under all angles possible. Also I suggest following types of dud torpedoes: 1. Torpedo fails to detonate due to impact angle being too sharp. 2. Torpedo detonates prematurely on the way to the target. 3. Torpedo fails to run straigth and either changes bearing or starts circular run (thus endangering friendly ships) 4. Torpedo immediately fails to run when launched/breaks when hitting the surface.
  13. Hi, Just got the idea that it woul'd be nice if every ship in campaign had it's own simple log (containing some info on engagenents fought) and a kill list. Like date when the ship was sunk, action in which that happened (and maybe link to specifications of the sunken ship). It woul'd add more flavour to the veteran ships. and also give some perks to it's crew (if certain ship sinks enemy ships exclusevely by torpedoes, then her's crew coul'd be torpedo experts, if the other ship takes severe beating in two or more battle crew of her excells in damage control).
  14. Boiler rooms shoul'd be placed beneath the funnels (except when ship is diesel engined). Also it seems boilers csn not be damaged, but not only boilers. Power generators are also in invulnerability mode, so there are no electric power losses (to affect pumps, damage control, prevent turrets from turning and ammo being delivered into the turrets).
  15. Ideally we shoul'd be able to place machinery and boilers as well. On the placement of these it woul'd depend where we can place main gun turrets. That woul'd be EPIC!!!
  16. Netherland and Portugal shoul'd be in the game also. This is the time of colonialism. navies were there to protect the colonies and trade routes. Dutch and Portugese had many colonies at the time so they shoul'd be included. Turkey also with the hold on oil rich areas.
  17. Searchlights coul'd be installed on bridges and funnels, (just like guns on hull). Searchligts provide gunnery bonuses in nightfighting against destroyers and torpedoboats. The also blind targets and reduce their gunnery and torpedo aim. Starshells can be used to illuminate targets during nighttime.
  18. Are any crew accomodations planned? This was historically rather important and woul'd also be in the campaign game. Better crew accomodations improve morale, experience gain and efficiency of the crew, especially on the long cruises. Crew accomodations consume a part of the ship's tonnage and cost maintenance. The better crew accomodations are, the more tonnage and maintenance they cost. I suggest these: improvised, crammed, adequate, spacious, comfort
  19. This is a just a thougt, but im thinking about implementing crews and captains. Crew can gain experience and traits (a RPG minigame?). Traits can be positive (gunnery experts, emergency engine repair, expert stokers, night combat training, proficient firefighting, radio detection and indentification) or negative (unmotivated crew, below average firefighting, poor safety procedures, undisciplined, uncoordinated gunnery, careless radio traffic...) Crew experience and traits can be gained through: Combat, naval excercises and long time regular service. Captains can gain traits in similar manner. Captain traits are focused on general ship and crew management and can also be positive (inspiring, respected among ranks, navigation expertise, trickster, innovative tactician, legendary leader) and negative (despised among ranks, undecisive, careless, bad learner, stubborn, egomaniac, logisticall dummy, political asset...). Captains are assigned to every built ship automatically. Captains can be replaced or promoted to admirals (in campaigns) to lead fleets. Unlike crews, captains originally come with some predetermined traits, but can gain traits throug service (in the same manner as crew does). So, political asset can become expert tactician by the time and respected among ranks can get navigational expertise and egomaniac traits.
  20. Are there any plans to give us more detailed info on ship damage and maybe to give us some control of DC parties? Something like damage control minigame we got in Great naval battles? Something that the AI is handling by default but we can jump in and take over if we want to? I think Great naval battles had the best damage model and damage control representation so far. From bouyancy levels , flooding magazines, counterflooding, fihting fires, pumping and repairing compartments and fixing turrets.
  21. Are various weather effects (rain, snow, thunderstorms, squalls), times of the day (dawn, dusk, night), wind (calm,breeze, strong breeze,gale...), wind direction and sea states (from calm to very high) going to be implemented later on? This greatly impacts gunnery, navigation and damage control. And this will also make campaigns more intteresting and replayability value of the game will be higher.
  22. Seems like the smoke generated by coal burning ship is just too light. Smoke generated by coal burning ship tended to be black, thick and very obscuring, especially if there was no wind. And in naval academy missions it doesn't seem to matter whether you choose diesel engine, oil burnng turbines or triple expansion coal burning ship - smoke intesity and thickness seems to be the same. Are there any plans to change this by the release? Also the same is with gun smoke. It has no impact on rate of fire or accuracy and it feels too much like World of warships at the moment. Historically, lower quality gunpowders (especially black gunpowder) greatly reduced rate of fire. Sometimes after only salvo or two targeting and firing was impossible due to heavy smoke generated by guns (and funnels). Especially if there was no wind. Which brings us to another topic...
  23. I ment turbo electric drive as main engine, not auxiliary. BB Colorado had turbo electric propulsion as "main engine".
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