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Cptbarney

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Everything posted by Cptbarney

  1. Counter espionage would have to be important as well, Maybe double agents that increases the rate of knowledge when it comes to finding out about foreign tech but also increasing the chances of them finding out too (but you get gud bonuses so you either take the risk or dont with double agents). Maybe other risks like the agent siding perma with one side or becoming a triple agent (surprise!). lots of things you can do with this which is great. obviously whatever the devs can implement reasonably.
  2. The game is going from 1890-1940 this has been established. Regardless peeps should still have a choice regardless (i want to do both historical and non-historical since im a fan of both). Obviously reasonable things, no nuclear powered weaps on missles and/or rockets of anykind (maybe CV's but they were very questionable in general). Thats why i think you should have the naval academy for non historical reasons and as a tutorial. And my historical idea of Admirals College for historical events, battles and locations featuring the actual ships that fought in those events (would be awesome to see and play). subs will only be a non-controllable mechanic, i would be surprised if it goes beyond that. options for both parties should exist after all it is a singleplayer game so i see no reason not too after all. but yeah i agree with what you say anyways.
  3. Yeah lol, i've never played kancolle (played azur lane but heard of KC) i keep expecting a ship transformation with that sailor moon make up power theme in the background lol (not the first transformation theme) screen cuts to black and the ship begins to spin getting faster and turning bright white lol...and you can guess the rest. But still at least you wouldn't have to torture the poor sod while she is dying after getting hit by the 500th salvo from biscuits (bismark) half way across the ocean.
  4. Never played navy field so i have no clue what the AA there is like. AA in wows is useless doe, if your carrier has half a brain he can just dodge the flak, shorten squads, slingshot use fighters to spot ships (mainly dd's) and focus on isolated ships hard. AA in this game should be a mix of Light (Light machine guns to around maybe 40mm-50mm guns) MAA (51mm's to 90mm's) and HAA (91mm's-160mm's think that was the biggest). So LAA will mostly be tracers, stealth and incendary. While the rest will be flak clouds in general. Plane formations can be a thing to lessen AA impact but worsen drop hit rates or the opposite or in the middle same with angle of apporach and if the current AA suite is actually still alive, plus weather conditions quality of guns and planes etc. i still want miss boooooooogue and yorkie! 'w'
  5. A mix of RTW, Hearts of iron and various games that allow you to create or go mental with creation (obviously this will be limited to ships but you get my point.). So we have Naval Academy i Think we could call the other mode for fighting in historical events and battles University of Admirality (Or maybe Admirals college or something). For campaign ship designs will be limited or not by either selecting historical or non and then whatever happens in either with non-historical bringing out moar bonkers designs (but fun!) and historical allowing treaties that restrict this (maybe using subtufage and bribes to lessen the treaties impact or somekind of political upheaval to trash it altogether). Campaign can also allow in non-historical the creation of custom nations if peeps wish and various other mechanics. Naval Academy will use non-historical designs while Admirals College will use more if not outright historical hulls and configs (maybe limited to prototypes or limited to just ships that sailed or whatever). Multiplayer can be either like Hearts of iron and you compete that way, or world of warships style where you get two teams of ships which can either be player controlled or AI controlled (so human spectators) and you watch, semi-control or outright control what your ship does. Split into two modes non-historical and historical will allow those who want hood vs bismarck style fights while the other would allow for funny meme super nelson quad 19inch guns flying around at 35 knots. Thats my take on it so far. oh and for invasions actual troop ships (which we can design) and landing troops on beaches and maybe guiding them up and helping them fight (increasing the effectiveness of the invasion or just let the AI take total control). thats my take ladz. 'w' EDIT: Btw for multiplayer thats only IF gamelabs wants to add it in otherwise you could try and implement those suggestions into singleplayer (if possible.)
  6. shush im talking about game mechanics and trying to simulate sillies. 'w' I know how sinking works just thinking of extra mechanical themes and ways of simulating interesting behaviour from ships being struck over and over in the same or similar places. This would stop the whole, shipfu refuses to die at 0% meme.
  7. Ayy yes miss smollensk the epitome of balans. Mind you since its singleplayer i shouldn't matter anyways, so toineh options can be included in.
  8. Yeah ships should either be destroyed via catastrophic damage or by crew abandonment and/or incapacitation. This means that you don't have to just kill the ship itself and new types of shells can be introduced furthering the number of tactical and strategic options (plus new tech as well) avaliable to the player for utilisation.
  9. Love the creativty of this shot, i have a few other 'old' screenshots to show, of an ijn ship and a large italian BB!
  10. Ahh ok thanks, will have to collate my posts so you guys and burn your eyes while reading barnehs smoll posts. Have a gud day!
  11. I would prefer both, otherwise the lack of customisation for the game becomes incredibly dull fast. Also allows you to emtionally invest your self in the game more. That sort of thing would be fine for the Navy Historics mode i preposed and also when doing a campaign to select either historic or non-historic. Barring choices in a game is always a bad thing unless, the devs can't do it for whatever reason and/or it wouldn't make sense or causes to many problems.
  12. Probs have special mini events in the game were toineh naitons ask you for tech or sell tech to you, random discoveries by chance and luck and also faster discoveries via better allocation of money, higher priority, more experience designers and scientists (or relevant professions) random perks. Plus don't forget spying and maybe even threats or blackmail! And treaties too could play role in what can or can't be developed plus who gets what and how quickly tech spreads and evolves (real treaties and/or in-game ones). Maybe those treaties can come from certain battles or after major war between you and other nation or something with enhancements or restrictions on all/most/some/few techs. Think dat would be gud.
  13. I would say if the several section turn red then the ship will start to crack and break apart, resulting in the death of the ship depending on where the giant split is or severe penalties to everything else (smaller cracks and major dents that make it harder to steer the ship and cause some minor flooding depending on how hard you turn and at higher speeds).
  14. Well lets wait and see before we start going mental on whether CV's will actually be a thing or not.
  15. shhh, barneh wants quad turrets. also yes pls, can we have quintuple turrets as well for memes? (or just some wacky designs in general).
  16. I don't know what that has to do with game mechanics but the yamato like most modern bb's up to that point had very lightly armoured decks and superstructures were typically poorly armoured to stop the ship from dropping into the ocean like a stone. Also what @Absolute0CA said as well.
  17. guessing crew is more generic and will get bonus modifiers to lots of things from range, ROF, accuracy etc. they would be smoll at first but still. think of goku but instead of going from power level 440 to 10000 it would be from 440 to 850 and then maybe 850 to 2000 or something.
  18. Maybe you can research multiple things at a time, but can be influenced or accelerated or hindered by, experience (or lack of) current research practices and the number of peeps on said project plus, money allocated in the first place and maybe poltical or public reasons. Doctrines and outside influence could also help or hinder you and maybe even unlock a surprising new trait or something. obviously this will be further down the road.
  19. That sounds good, Secondaries and tetriarys need looking at. It's nice watching big guns making the smoll ships go boom, but id rather conserve ammo for actual threats that can end my Battleship, dreadnought, fast battleship, super dreadnought, battlecruiser, semi dreadnought etc. In a few shots. Plus its fun as well seeing them fire and do stuff too.
  20. You dont need to pen just start fires and knock out modules, thats the whole point when it comes to using secondaries in the first place. Also i wasn't talking about bb's but talking about smaller ships said secondaries would actually be able to pen regularly. They are still useless regardless. too bad you can't set them to target superstructure or belt or deck (unless at a certain distance). but still what said is correct hense why they need the buffs.
  21. Nah its not the armour fam. But the fact the gunners are one drugs and can't hit the earth even if it was in front of them lol. Thats what makes secondaries useless, and big gunz seem to aimbot the smoll ships a bit too much (at close-medium ranges secondaries should start to deal very consistent damage if not outright shread the little sods).
  22. Looks like orion won't be taking a trip around the constellations anytime soon. Oh well, ill send him the insurance bill.
  23. Ye, also i like the smoll gunz, makes the game more exiciting lol especially when they actually do stuff, instead of acting like popcorn machines.
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