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Felius

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  1. The main problem with this is that I would really hope, if not strictly carriers directly in the action, some kind of airpower around, so as to give us a reason to add AA to our ships, as well as dual purpose guns. I want to both be able and have a reason to turn the sky into lead.
  2. The "Destroy the Pre-Dreadnought" mission probably needs a few alterations: In particular, with how the enemy CLs are nearly always faster than the ones you are given (and occasionally even their BB is faster than your CLs too), if one of them decide to run away and you don't immediately blow it up, the mission becomes essentially unwinnable. Specifically, you simply don't have the weight or the funds to really make a BB good enough to have both speed and power to handle their BB and still keep on pursuit, so unless you get a few extremely lucky hits, even if you manage to effectively win the engagement, they are still likely to manage to get away and escape. As a sidenote, when they do, the game eventually bugs out, with a few error messages that I assume are about the mission script not predicting the disengagement. A few solutions I could see: Have the enemy ships programmed never to retreat, like in some other missions. Make so that enemy retreat count as destruction. Make so that you don't have to destroy all their ships, just their BB, their CLs being allowed to survive and still win the mission. Make sure the CLs the player gets are at least as fast as the enemy BB, or ideally as the enemy CLs too.
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