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Capt in pyjamas

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Posts posted by Capt in pyjamas

  1. On 10/22/2019 at 4:44 PM, Tankaxe said:

    I recommend more cruiser type missions! This is to prepare players for the campaign as most of their time might be spent on cruiser battles. More missions involving cruisers (or Battlecruisers) would be wise and most relevant to the campaign.

    Totally. Same for destroyers too. 

     

    I would also like to see  Port raids, like the Royal navy raid into Norway during ww2. 

    • Like 1
  2.  

    13 hours ago, AnonymousPepper said:

    For sure. Turtleback for example should probably be extremely tough from all angles and cover a decent area, but be quite heavy, for example, while All or Nothing should lead to virtually impenetrable central sections (as well as turrets and magazines) from side angles save for torpedoes, point blank high-caliber fire, and possibly high-caliber plunging fire, but leave everything else almost totally exposed, thus saving greatly on weight versus turtleback but meaning if you skimp on your (quite heavy) subdivisions, you die immediately to flooding.

    Giving it more thought, this could likely be handled as a +/-efficacy modifier to armor in specific places, possibly scaling a little bit with thickness (for example, armor above like 30mm effective extended deck on an AoN BB would start taking heavy maluses, but you could still cheaply throw on a splinter deck), rather than the current, highly complex system. This would be doubly effective as a system if the armor thickness sliders were changed to effective rather than raw thickness, not to mention significantly more transparent against the known armor pen numbers.

    Hell, I'd change them to effective thickness sliders regardless, for several reasons. Another would be that you'd much more starkly see the contrast between varying armor compositions.

    I agree, but really we need a way to view the armor placement and levels. It's currently hard to interpret what all these different armor choices mean, so if more choice is introduced it will get even more confusing without an armor viewing mode. Warthunder and wows have this sort of view mode. Though they do it in a cartoon like way. Perhaps the graphic you already have in the bottom left could be expanded on to give an old time series of blueprint crossections showing armor placement, like the sort of design drawings used at the time see attached examples. 

    bgfsbgtgb.jpg

    r3mgaxs.jpg

    656e5128eeb55abd0ca88f971969d08a.jpg

    656e5128eeb55abd0ca88f971969d08a.jpg

    456756classe_South_Dakota_1920.jpg

    2000px-Yamato-armorsheme-DE_-_magazines_cut_svg.thumb.png.252d1d4578b82ebfaa1b831a36d46a19.png

    Y

    456756classe_South_Dakota_1920.jpg

    • Like 1
  3. On 11/14/2019 at 11:11 PM, Tankaxe said:

    The ability to choose which nations flag you can fly on your ships would be a nice option to add

    Surely this is determined by your opening choices in the campaign as to which country you will play. 

    Also country choice should affect the ship design process, tech availability, Hull designs etc I don't think it would be a cosmetic choice at the end of the build. 

  4. On 11/12/2019 at 5:12 PM, Nick Thomadis said:

    Hello Admirals,

    We would like to provide a small insight of what is coming in the forthcoming update “Alpha-3” which is scheduled to arrive within this month. First of all, several gameplay fixes, balances, additions as follows:

    Gameplay tuning and fixes:

    • Improved Secondary Guns' Penetration & Accuracy.
    • Torpedo Boats less resilient against gun fire.
    • Penetration rebalance for more effective medium/long range encounters. HE shells should not be as overpowered as previously.
    • Fixed issue with hull damage that made severely damaged ships and torpedo boats too hard to sink.
    • Reduced ladder aiming penalty of initial salvo shot, from -75% to -50% because it caused too low accuracy at close range.
    • Cordite, Tube Powder, TNT explosives rebalanced to reflect better their special characteristics. Cordite offers more explosive power but is unsafe, Tube Powder is the safest explosive and more effective in penetrating armor, TNT is very expensive but overall the best compromise.
    • Fixed issue of Radar towers, increasing too much the surface visibility of ships that carry them.
    • Late tech torpedoes have even more intensified damage so they are useful against heavily protected battleships.
    • Torpedo protection now also increases floatability but reduces acceleration and turning speed making a ship slightly less maneuverable, yet, it will be vital for your capital ships in order to survive against the stronger torpedo threat.
    • Citadel armor schemes increase the armor quality, but are more expensive. Citadel is a feature not yet finalized, but this new functionality simulates better its influence in armor schemes and vitals protection.
    • Ship steering/acceleration slight rebalance for more realistic maneuvering. This balance addressed additionally the over-effectiveness in evading torpedoes and the unnaturally very tight turning circles of small ships, which causes also issues in formation and evasion logic.
    • Sinking mechanic improved so that ships do not “jump” to a default sinking state as previously. Ships will gradually sink according to their last floating state.
    • Fixed issues with USA battleship hull type. Now mission “Design a Dreadnought” will include a properly looking and scaled model based on BB South Carolina.
    • Fixed issues of AI related to engage mechanics. AI ships should approach more gradually and fire broadside salvos at more effective angle and distance.

    New features and improvements:

    • New Oxygen fueled torpedoes.
    • New 23-inch and 24-inch torpedoes.
    • Penetration chance better details: When we hover our mouse over a ship, the pen chance will update also according to angle, so the info will be more accurate for player.
    • Cage mast towers will be available to a series of US hulls.
    • Detected torpedoes will be indicated by a visual warning for a short period of time.
    • Improved AI ship design (with proper focusing on armor for Battleships).
    • Many game performance optimizations, increase the FPS.
    • Further reduction of crashes and instability.
    • Loading of Ship Designer will be faster, battle loading will be slightly faster.
    • You will be able to name your ships.
    • You will be able to save your ship design, for the respective missions.
    • New hulls improving the variability of ship class designs. 
    • New missions based on the new hulls.
    • In-game music will be reverted back to full functionality.

    Additional visual work:

    • Damage decals will improve the visuals for the battles.
    • Various water displacement effects (waves, splashes etc.).
    • Better fog and particles affected by the atmosphere at distance.

    As the patch gets closer to completion, more features and improvements will be added. Soon we will post the roadmap that will show the major features we plan to deliver before launching the game on Steam.

    Please let us know if we missed anything you consider VERY IMPORTANT for this patch that must be added or fixed.
     

    The Game-Labs Team
    =======------=======
    Nick
    Michael
    Max

     

    Great news, looking forward to trying it out. 

    A question about your philosophy in developing the game, are you attempting to increase realism with changes or playability/fun? 

     

    I ask because I have played plenty of naval games where fun and 'balance' seem to have been the focus of the development, but have been frustrated by lack of realism. However with ultimate admiral dreadnoughts, I feel you have aimed at more realism in many aspects, such as visual range, weapons effectiveness. I think this is a good thing as it differentiated dreadnoughts from many competitors. When choosing how to make changes I would prefer you to ere on the side of realism. For example if early torpedoes were fairly useless, then model them as they were, not 'balance' them to make the game more player friendly. Well, I guess there are limits, perhaps you have an arcade mode that turns off some of the more realistic aspects? And a sim mode for more realism? 

    As I have already written elsewhere, I think what you have already created is wonderful and I am very impressed generally with the game. 

    My son (age 10) has also been having a go with the game and he enjoys the build 2 fight aspect a lot. We talked about the design decisions that a naval ship designer needs to make, so it has an educational aspect. Another reason to prefer more a realistic approach as it ties into the historical aspects of ship design.

    Edit. One thing I would like, but is not so urgent is a deck view. With the free camera in battle you can get a 'on the deck' or bridge view by moving the camera position, but it won't track with the ship. When the camera view is tracking the ship I can't zoom in enough to give me the same view as if I was standing on the deck. This is something Wows does do, and it seems like I can nearly do it in UAD but not quite. 

    Having said that, you can get a lovely tracking view of a ship from either Bow or stern which shows the side of the ship end on. This produces wonderful views of broadsides coming in and going out. So the deck view is a nice to have, and I wouldn't want to loose the other viewpoints I can get for the sake of a deck view. 

     

    Edit edit yay to saving and naming ships! 

  5. On 10/25/2019 at 7:30 AM, Absolute0CA said:

    We got a thread for this... the pic one in general

    OK well, I saw the thread asking for beautiful images, but that is dominated by in-battle scenes. I was hoping we could have a separate thread with content like deilywnnA posted. Ie dedicated to the ship design aspect showcasing the potential of the ship designer in the hands of the community. 

  6. To help other player and devs see what is possible with the current version of the ship designer let's post images of our best (and worst) work. Include comments on how they perform in action. Wierd, wonderful, and woeful.

    Where you have tried to emulate a historical example include an image of the actual ship that inspired your design (copyright permitting) 

  7. On 10/13/2019 at 8:08 PM, Niomedes said:

    I mean, this should definetly be a thing if competetive multiplayer ever becomes a thing.

    Please no multiplayer, not for a long time. It will lead to so many compromises in game design. Please just focus on single player. Very few deep games allow multiplayer. 

  8. One game which goes to town on sinking animation is Atlantic Fleet. You can see the ship under water and hear the horrendous tearing as the ship is wrenched apart. 

    Adding under water explosions and ships splitting would take this further. 

    Adding crew in the water or drowning may be a bit much for some, perhaps something that can be deselected in the graphics options menu? 

     

    Crew running around on deck is a nice touch, but battlestations has them calmly strolling on deck during engagements!

  9. Firstly I am thrilled with the game you are developing, and hence happy to buy into it at alpha. 

    I see UAD as developing into RTW with WoW quality graphics and UI, which is the dream combination IMHO. 

    Also three cheers for making speed and distance correct in battles. 

    So onto the ship designer. Some points I noted already (after first evening of "testing"). 

    1 Hull design - more hulls is better, but ultimately being able to shape them is best. Perhaps with sliders, the user can tailor a standard Hull for numerous parameters, add various options like anti torpedo bulges, tumble home, bow shape, stern shape etc. This way users can generate thousands of different combinations. I admit this would cause the game issues in calculating the effects of all these variables... It needs to be more than cosmetic though to be of meaningful benefit. More hulls is a good starting point. Maybe make a Hull designer apk kit available to those willing to tinker. 

    2 upper deck design. OK so this is more cosmetics, but some more freedom would be nice. 

    3 casement main guns? Seems a thing pre dreadnought, I may be wrong. 

    4 I guess in campaign mode range of action, fuel types, crew accommodation, freeboard, bow shape etc will take on more significance. 

    5 I didn't see much control over citadel design, but I may have missed it in my first few goes. 

     

    Hull design in UAD can take on more significance than in RTW because the battle simulation is more realistic (I assume), but only if the Hull design choices actually influences the performance in battle. Do you model ballistics? Also damage modelling needs to be quite realistic to really be impacted by Hull design. 

     

    I very much look forward to seeing how this game develops, it has huge potential. I will give more considered feedback later. What you have already released is fantastic. Please keep it up. 

    Chris

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