Jump to content
Game-Labs Forum

HusariuS

Members2
  • Posts

    270
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by HusariuS

  1. That's why i proposed to give AI ability to use some of the player designed ships, this way dev team could focus on making campaign, adding new stuff, deleting bugs, repairing game etc.

    Sure, this is not the best way to "repair" AI, but this is not only about players, it is also about devs.

    And they need time to make this game look like in trailer, and even better.

    EDIT: 69 posts ( ͡° ͜ʖ ͡°)

    • Like 2
  2. 1. Game is in Alpha stage ( 4 stage ) and you expect from a less than 5 men dev team to make things they promised, while the game is in early Alpha... sure, they could focus on "design anything", but why if they have more important things to do like campaign?

    2. Why they should focus on making "non-historic"/generic ships parts? You can find on the internet bunch of informations and screenshoots about historic ships parts that were used (like South Dakota-class) or were planned (like H-class or A-150-class) and because of that, they are easier to make and implement to the game.

    If you so much want to have "non-historic/generic" ships parts, go to the blender.exe, learn to make ship models and send those models created by you to the devs and maybe they gonna implement them to the game.

     

    I'm not hating you or anything, i just said why are you wrong :)

    • Like 2
  3. Yea... i'm also struggling with every new mission and even the oldest ones (in one of the latest update, i think Alpha 3... i lost my progress  ) because if i'm not gonna blow them up by detonating main ammunition magazine, they just gonna run away from me and for some reason, they seem impossible to kill when that's happening.


    I guess you just need to get some lucky shoot to the engine or main magazine.

    • Like 1
  4. When player start a new campaign, game will load ships templates to the AI memory, that player have used in the academy missions (maybe not every template... yes, I'm looking at you Accipiter!), or even from the previous campaigns.


    If the AI has both technology and resources, it can use these templates created by the player and use them against him!

    • Like 5
  5. 33 minutes ago, Accipiter said:

    Do you Like my Ship? ( ͡° ͜ʖ ͡°)

    883692431_Sanstitre2.thumb.png.fb9da79236fa176a22eddbd04d38324c.png1073145385_Sanstitrenew.png.9a039cdab1c7d0879f80cfdca538cdb3.png1472155321_Sanstitre5.thumb.png.63266326a80ef9154d331e36f78f83e4.png990453149_Sanstitre7.thumb.png.0c72491e566b0ab51b8b8907ac4ecaa2.png

     

    100% Winrate so far, out of about 5 battles in 1vs5 against enemy BB's. if anything, it's actually more effective and quick than any guns to attack at long range (20km+).

    even 2 times, the AI used the super BB hulls with close to 100 000 Tons displacement and 12x 18 inch guns each, still sunk all 5, they got all my upper hull compartiments red (about 30% Structure left) but couldnt do anything to my lower hull compartiments. they destroyed most of my torpedo tubes with the HE splash, but i have so many, there will always be more where that came from.

    try it! it's fun. ( ͡° ͜ʖ ͡°)

    This should be illegal!

    • Like 2
  6. Well it might sound like two different requests, but remember the fact that many people already said that there is no difference in size of the turret between single/twin and triple configuration.

    And my idea/request is aimed to the later versions of the game, mainly after the design of campaign is finished more or less.

    After that, developers can focus on doing less important things, like adjusting size of the turret to the number of barrels, barrels length, and maybe implementing my idea to the game.

    • Like 1
  7. 4 hours ago, arkhangelsk said:

    OK, time to be a wet blanket.

    The idea IMO is entirely unrealistic. I don't think the concept of the "modular turret" has been thought up yet and further, a turret is a lot more than just the barrels - it includes the various powder lifts and magazine arrangements, so there isn't a lot of commonality in major parts between a 12 and 14 inch gun. 
    I'll also point out every ton is precious on a warship (especially if they are Treaty-limited), and every extra ton in one system area (say weapons) would have knock on effects such that to compensate for it would require several more tons, so why would any designer knowingly accept a weight-wasting, inefficient "modular turret" on his ship is a mystery.
    This is the thought pattern of a lazy gamer trying to save a few seconds in the Ship Designer (which admittedly the present "Custom Battle" format encourages, since it won't let you save your ship thus minimizing the value of putting in anything more than minimal effort), not someone cogitating deeply on the best warship for his nation.

    Sure but that doesn't mean if we change gun caliber and number of barrels in the turret, it will not change the size of the turret.

    As i said, idea is simply, the rest of the job goes to the devs that will know how to improve it.

    And they can do it for example by adjusting a little bit turret to the number of guns and their caliber, so if we choose triple, the turret will be wider, if we choose for example 320mm gun instead of 305mm, the turret will make itself a little bit bigger.

    Every idea we post here can be added to the game only by the devs, and they are the one who decide how it will be implemented and how or if they gonna improve it.

    • Like 2
  8. I got an idea that could be implemented at some point in the future, to the game.
    The Idea is simple, instead of choosing a gun with exact caliber, we choose turret that can fit guns from the smallest to the biggest.
    Like here below on that screenshot edited with my amazing Paint.exe abilities:

    kpbQDaM.png

    So we choose turret that can fit any gun caliber from 305mm to 356mm in triple configuration.

    EDIT: Of course, we can also use on it single and twin configurations.

    When we choose that turret, we can change our gun caliber by using something like this thing below that we use to change armor of our ships.

    3JNwl3X.png

     

    • Like 8
  9. I hope so.

    1.At least for me and most likely the game would become very boring in the late campaign,

    2.Adding CVs would give more equipment for every warship (mainly AA guns),

    3.With new equipment you can create more accurate historic ships,

    4.You can't just make doom-stack fleet with 20 battleships in one fleet, because your enemy can just create doom-stack CV fleet to counter your BBs, and planes can easly destroy that doom-stack BB Fleet.

    5.It would looks cool watching your or enemy ships opening fire at the aircrafts from the DP-Guns and AA guns and watching all those explosions and tracers :D

    • Like 2
  10. I'm pretty sad because i came to late to this topic and i don't understand a thing what just happened 
    But i guess it wasn't worth it from what i see.

    As said above, let's head back to the topic: 

    Did you guys though about adding "complete superstructure" instead of Rear/Main Tower?

    I mean, just look at the Iowa based superstructure, where you must choose the right spot to connect rear and main tower, and when you do that by moving just the main tower, (i think it's work also for the rear tower) you can move the hole superstructure.

    EDIT: I'm pretty sure the "Hood" based superstructure would work the same as the Iowa based superstructure.

    It would apply mainly to the modern superstructures where the old one's (let's say: from the dreadnought era) still uses Main and Rear Tower combination.

    • Like 1
  11. Instead of this: 

    AbCfR4a.png

    I would like to have this for superstructures and barbettes:

    DqgxLRo.png

     

    Edit: Yes i know someone posted something similar, but that was giving us just more points to place something, this way we can place superstructures, barbettes etc. more precisely, up to millimeters.

    • Like 3
×
×
  • Create New...