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The Fundamentalist

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  1. 2 years into a German 1890 campaign. I really enjoy it, great work. I really like how the fleet mechanics work. It would be nice to customize deployments and squadrons. I really enjoy commerce raiding. That's a ton of fun. 10/10 best naval game I've played
  2. https://www.microprose.com/games/sea-power
  3. Yeah I've noticed that as well. It would be much better to have an individual basis for spotting and identification, with modifiers for damage and fear that makes complex maneuvers dangerous for both friend and foe. It was doctrinal for awhile that destroyers, after attacking the enemy battle line, would escape the area entirely because the battleships would have trouble identifying their own from the enemy.
  4. Yes and there are sweet spots in projectile density, design and weight that make some rounds inherently more accurate than others. Simply sayings "physics are physics" and implying that all projectiles of varying diameter are equally accurate is silly. I would agree that there should be more variation than simply projectile diameter.
  5. I think it would be best if the Naval Academy was designed to help the player learn the mechanics of the shipyard, battlefield and campaign. The game relies heavily on a basic understanding of naval tactics and how contemporary navies formed battle lines, so it would be nice to shallow out that learning curve. Right now it's kind of singleplayer mission set
  6. So glad this got fixed. It was really weird to have 2 3-gun turrets acting as the main armament and 2 2-gun turrets acting like secondaries
  7. The Great War at Sea by Norman Friedman seems to be excellent, as is Jutland, the Unfinished Battle by Nicholas Jellicoe. Ian Toll's unfinished trilogy on the war in the Pacific is also an excellent reference for the broad nature of strategic naval warfare
  8. That's what I was getting at. Perhaps more of an "emergency brake" option than a "reverse"
  9. Reverse Thrust would be helpful for avoiding torpedoes, but I think it would become too much of a menace with the AI to implement, especially given that all the battles are at sea.
  10. Yes that's because effectiveness is exponential, as it ought to be. I really don't see how anything listed here is a game-breaking problem, especially at an alpha stage. The highest caliber available ought to deliver catastrophic damage, as the shell weight and explosive capacity are exponentially larger with the increase in diameter. Thus, effectiveness is also exponentially better. With the advent of crew mechanics, campaign shipbuilding limitations and advanced concepts such as barrel wear and build quality, much of these complaints will naturally balance themselves out.
  11. ballast in general should be added into the game at some point. I believe most capital ship sinkings were generally some form of capsizing
  12. I've only played a few missions so far, but I've found that the only glaring issue seems to be the issues with torpedos disappearing or impacting the launching vessel immediately after firing at higher speeds.
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