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SoyIsNotMilk

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Everything posted by SoyIsNotMilk

  1. Dear devs, This is a really great looking update which looks like it will fix a lot of the problems with combat. Several other people have mentioned it, but I think another change the game needs is more freedom in the ship builder. If snap to points were placed along the length of the hull for every type of component (within reason. e.g. no main gun turrets right on the bow or stern) then it would be a lot easier to balance the weight of the ship to get those sweet accuracy bonuses. It would also allow us to experiment with weird and wacky layouts which would be fun. Perhaps also the fore/aft weight offset could be given a small deadzone to make it more forgiving, to simulate internal machinery being moved around. I'm sure you have lots of work on your hands with the current patch, so I hope you can get onto this for the next one! Cheers
  2. That looks positively well designed haha
  3. Yeah, the first time I did the Battlecruiser vs dreadnought mission, I got Hooded in one of the first salvos.
  4. "Some guns have a poor sector of fire" It's for AA, I swear 193+6 tubes
  5. I completed all the missions a little while ago, and I don't want to just rehash things, so hence I thought it might be fun to get some kind of community game going on: CHALLENGE: Build a ship with as many guns as possible on it. Points for style. I'll start the ball rolling with a 113 gun Yaaa-maa-toooooooooooo
  6. I agree, having some cosmetic customisability would be great. It would also be good to be able to change whether each level of tower has a place for funnels or a gun turret built in or not. A lot of the time they are useful but they can also just get in the way, especially the spot for gun turrets if they are too small for the size of gun you want to put there.
  7. Hi devs! Would it be possible to add little marker symbols above torpedoes once they get spotted by your tower? They are very easy to miss currently, especially if you are managing multiple vessels. Cheers
  8. Hi devs! Great game so far, and it has so much potential! Will barbettes for every size of gun be added eventually? Also, would it be possible to put snap to points along most of the length of the hull? At the moment the snap to points can be quite limiting especially regarding the placement of towers and barbettes, which makes it difficult to balance the weight of ships. Cheers
  9. Hi all, I like that speed is set directly. If it wasn't, and you had a certain speed in mind for a ship, it would make it very tedious to optimise other aspects of the ship. If say, you wanted to put bigger guns or more armour on it, you would then have to go back and modify boiler numbers or types to get the speed back up to what you want it to be. I usually have a specific or rough speed in mind when I design a ship, so the current system works very well for me, though obviously other people may take a different approach in designing ships.
  10. Hi devs! First of all, great game so far, and it has so much potential! However, the accuracy and aiming system has been frustrating at times. It seems to be based on probabilities, with an impressive amount of factors generating a final accuracy percentage, resulting in your shells landing at random in a certain sized circle around the target. This can be very frustrating at short ranges, especially when the turrets of your guns seem to turn away from their target specifically to shoot in front or behind it. I had the thought that a simple change could be made to improve the accuracy and aiming system and make it feel more deliberate and less random: Instead of the shells landing inside of a circle around the target, based on an accuracy percentage, the range finder on your ship could provide range, course, and speed estimates with a certain percentage of error depending on your base accuracy and long range accuracy numbers. Each type of gun would have a natural spread, representing their innate accuracy. The guns would then fire at the point of the water where the target is predicted to be after shell flight time is taken into account. A bonus to the accuracy of your rangefinder could also gradually increase, the longer the target maintains the same course and speed. So the overall accuracy of your gunnery would depend on your base accuracy and long range accuracy numbers, the natural spread of your guns, whether or not the target maintains its course and speed, plus the aforementioned impressive amount of factors already implemented. I figure a change like this would be fairly simple to implement since it would not change the probabilistic nature of the system, it would just change what is randomised. Cheers
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