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Cptbarney

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Everything posted by Cptbarney

  1. Noice too see yer back anyways. The school seemed to have failed you and your class pretty badly. Should really sue for incompetence.
  2. No the problem was that, the ai would run and then you would lose as your ship was battered making victory impossible even if your ship could end theirs. another problem was when the AI would run even if it said it would never retreat. We need it so that the conditions are either stay and fight or something else and not stay and fight and also leave otherwise it gets confusing for new players. with retreating being a defeat. and some naval missions that go through the scenario of the enemy possibly retreating or learning to retreat to save yourself. Now in the campaign i expect the AI too be far more conservative with its fleets and players should expect the AI to leave under certain conditions. The battles would then need more conditions to determine a win, defeat, large, small, total, flawless or a draw and also display it as either tactical and/or strategic.
  3. Thats a feature that needs to be added in, individual ships surrendering and ships falling apart when they take far too much damage as well. And crew just bailing too.
  4. Ahh ill have to check that out then, my interest in all things naval has been steadily growing. Especially with the guys in a discord im in. (Also has a tonne of memes). Especially the older ships from 1850-1920, which we do need more of. Now im not sure how unity could do all that since its more of a generic game engine, but it seems capable of doing many a great thing so hopefully the devs can add bits at a time, so its easier for them to adjust and doesn't add a tonne of bugs into the game as well. I've used unity for quite a bit, and even the basic stuff i find hard so i appreciate it when the devs are able to get stuff done as i would be at loss and have to bundle through too many tutorials lol.
  5. Hmm, i guess the simple way would be too turn them into modifiers although this would be very basic. Another method would be to use more complex calculations, seamanship i think would hold less penalties as ships tend to operate on similar principals just the innards being the major issue when it comes to learning now things. It could be divided into stages sort of how you need a driving licence and the a HGV licence to do lorry driving in the UK, despite lorrys and other road based vehicles sharing very similar principles on how they get from A to B. So you would get penalties to crew exp and maybe competence, but it would clear faster as they get to work. Drills, could be a steady progress sort of thing. You start off with sail combat drills and basic steam engine drills and those get more and more advanced, i think only abilities would be effected here rather than exp. Sail management would cause the most issues and apply penalties to how fast crew members can use machinery, plus both systems are very different and complex so it could be the case that the ship doesn't respond as fast and as accurately as it should with a machine using crew. So in short, the crew while highly trained and disciplined would get large bonuses to morale and stamina. They would suffer experience penalties and penalties relating to devices they don't know how to use and also struggle to use, like gunnery, speed, timing, damage control etc. Would all be effected. As time goes on, those penalties will be normalised and the crew will gain experience as normal and any other buffs on top related to history or historical reasons and in-game events. So we can tie this all to actual events irl and make it more realistic and in-depth. Not sure how quick naval forces were able to change doctrines and also teach already trained crew new equipment, but it can be reflected in-game and also making better schools and building new schools should help with a higher influx of better and newly trained recruits. Also sorry for the long winded reply seems i got carried away once ideas flowed into my head.
  6. I would say for training in older doctrines and techs despite newer ones being available would in-game make your crew slower and/or more stubborn to advanced so maybe slower exp gains. However because of naval history, far greater morale and higher treatments to better standards would make it so they are able to shift too new techs quicker and i guess better bonuses to certain traits maybe, gunnery, damage control etc. Hmm, this is quite a tough one to crack. Although it does allow us to delve into how deep and complex the crew system can go and how things outside of battle can effect it, even not related to ships themselves (like world events or domestic events).
  7. I meant to say retrain as in veteran crews having to work on older equipment if for whatever reason you lose some of your more modern ships. I just failed at writing as i was worrying about my right ear at the time (which is now blocked yay). But yeah, im not sure what that persons problem is.
  8. Also we will need different ways of crew getting experience as well. Maybe doctrines, morale, battle experience etc. can all factor into besides naval experience and also the rate they get experience, plus deaths and injuries can also hinder this. Morale can also effect the performance of crew members and may lead to a mutiny on-board or whatever. Maybe later on we can have traits? and also older ships being far slower to train on or experienced crews taking longer to train on new vessels due already existing knowledge and muscle memory? They could filter these in as they go in so we can test each section more thoroughly.
  9. Anyways, guess we will be in this for the long haul, so might as well strap ourselves in and give the devs the feedback they need and push the game into the right direction. Too be fair i would rather have a slow and steady development than something like the disasters of fallout 76, young blood, fifa, madden etc. Just need to remember the current issues and unify on them as much as possible.
  10. First person i had to block on this forum, pretty sad as well. Instead of offering new ideas, counterpoints, debates, discussions, art work, videos, guides etc. he/she goes on some weird vitriol rampage on the forums despite being away for what? 3 months? 4 months now? Quite sad really, i get people get heated during discussions. But this is ridiculous and plain sad behaviour from an 'adult'. Oh well, nice too see new faces and peeps like doug and steel coming back.
  11. Good luck to them, AI tends to be one if not the hardest things to get right and do well in. atm it seems the AI knows where the player is and tends to ironically engage as soon as it sees the enemy (or rather as long as its in sight). The rest well that will come later. Obviously its still somewhat early days, but the AI is still fairly basic and gets quite a bit wrong regardless, it does well with 1-2 ship types in formation, but struggles afterwards to stop ships from slamming into each other. Obviously these are long term goals, but still good luck to them regardless.
  12. Also killjoy brings up a pretty good point here too be fair. I just want this game to do well frankly. Edging more to realism than arcadey stuff. I wonder if the devs should look at naval art or waves of steel for inspiration if they are stuck on what they could replace the current designer. But yeah the AI needs, improvements as it tends to go mental at times or bug out. But we will need to screenshot more stuff. It does well when with one ship type, but seems to struggle with multiple still (also, if ships colliding into each other because of mis-understood commands we will need this too be visible so we understand so that we can provide better feedback in-general).
  13. At that point waves of steel would also be a good fit. I kinda wish they released the open alpha later on, but what is done is done i suppose.
  14. It is using unity which is far from archaic, the graphics do need updating and so does sound, but that's a small issue that can wait. Gameplay is infinitely more important than Graphics ever will be. Fam world of warships exists for a reason, same goes for war thunder. This game as repeatedly said to be something akin to RTW, but 3D. If the models were fully done up, the game would be laggy as all hell due to having to render soo many little details. Maybe once the core game mechanics are done they can focus on that tidbit as well. They probs could have a system to allow people to dress up the ships, and also a better designer in general, but that will have to wait for a bit as they do the campaign. Theres a tonne of issues, which im sure nick is aware of but they do have a small team so i would give them a break at least. The major issue is getting trying to get a designer that isn't tied to the AI or failing that at least make the AI use templates from player made creations.
  15. Nah its fine, i can see great potential with this game. And judging from the scope it will be tricky to get right, but if they do muh goodness. Also hope yer keeping good as well mister steel.
  16. I think most people want this game to succeed badly as it would mean they get to play with their dreams and also establish this game as market leader of its intended niche.
  17. Wasn't there a cruiser that had its entire bow blown off and managed to get back to port to be repaired? Think it was USS minneapolis, and theres also USS franklin that got bashed pretty hard as well. Oh and HMS eskimo as well. Dunno how long it took to repair each one, but i assume it took months maybe almost a year regardless all of them ended back in war or service regardless.
  18. Im actually making a star trek design myself, this will be my fourth or fifth design a federation ship about 800 or so metres atm. Also agree with having seperate categories makes it far easier to organise as well.
  19. Well seems like the biggest complaints are AI, Designer, gunnery and i guess spotting as well maybe. Those four need either re-designs, updates, additions and changes to them to make them more fluid (so easier to edit and also flow better inside when playing the game for spotting you could have progressively more detailed models as the identification percentage goes up and/or by distance). We should also have, some ship details hidden unless we have spy's, backstabbers or whistleblowers who reveal these details (and also building said ship in your own docks). Once those are done, we should get a far better game and then we can move onto more complex AI movements, weather (dynamic pls), and god knows what else could be added or needs fixing.
  20. Also we need a proper weather system and different sea states as its pretty difficult if not impossible to tell just by looking how calm the sea is half the time. So a dynamic weather system is a must.
  21. Hull weight modifiers need major changes, as they seem to make armour gain a lot of weight very quickly it seems, also turrets should be split into for example 'Three gun' Turrets or 'Triple' Turrets (example) so that if they are the former the guns raise all at once and if the latter the animation remains the same, but also allow for independent tracking. Plus salvoes need to be fixed as well, as its weird seeing ships fire in a weird dis-jointed way so we need the ability to set firing types like Full salvo, Half and Half, one-by-one, stagger etc. Also animations for rangefinders and radar too and if you add certain components to ships it should make some cosmetic changes to them (like radar for example).
  22. Yeah think thats a bug. Especially when the rear is longer too.
  23. My own take: 1. I disagree, best option in my opinion would be co-op. But multiplayer would just offer a world of headaches for the devs, not too mention costs and the constant whinge of having to 'balans' everything. Co-op for 8 players max should be fine too be fair. 2. If Aircraft get added then carriers, then we will see AA guns otherwise atm, best to focus on the surface stuff as the team is quite small and stretched as is. 3. We need a lot of hulls to be fair, especially pre-dreads and ww1 hulls (and between), plus hulls for other classes later on. 4. I would like either a modular hull system or a modular part system at least, but yeah more customisation pls. 5. Im neutral on carriers, although with the amount of work needed just for surface ships still and the game as a whole they should probs include it years down the line or in another version like RTW2 did. 6. Currently, what they are aiming for in terms of the campaign. What some would like is a total war/hoi-4 style campaign as that would be pretty unique too be fair. Welcome to dah forums btw 'w'/
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