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WelshZeCorgi

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Everything posted by WelshZeCorgi

  1. I think that designing these monstrosities helped engineers build better ships. Designing something ludicrous helps designers understand what the limits are and why. Kind of like how thought experiments can help solidify and understand concepts that otherwise would be difficult to understand without them. Like the shrodinger cat for quantum superposition and collapse.
  2. Reading up on the mk 13 US torpedo (the shitty one that needed fixing) circle-running torpedoes can also occur when the torpedo became 'warped'? Not sure what that means exactly, or how a metal construction can warp, not like these things were made of wood. And when manufacturing defects created drag on one side of the torpedo, causing it to turn in the water. But yeah, despite these other two reasons why a torpedo, surface or submariner, would circle-run, I've never heard of an example where a DD or TB reported a circle runner. But it never happened? Not even once?
  3. It definitely won't play like you "control" the nation. In the description talking about the game, you control the admiralty. Which means you don't declare war or come to peace terms but build your navy while the politicians do the country running. They can give you more funding or cut funding, depending on several factors like if you're liked by the ruling political power. There are other aspects as well, but it's an alpha and highly subject to change but that's what they have in mind currently.
  4. They're going to have to work on streamlining that workflow, if getting good torpedo runs out of your ships require that much mindless repetition for each and every battle involving torpedoes, there needs to be an effort to reduce the amount of fiddling, clicking and micromanaging.
  5. Also would like to add that putting on multiple launchers, like two 1x tube launchers or four 4x tube launchers, doesn't make the TB or DD fan out the spread of torpedoes when firing multiple launchers, instead doubling up on one spread, so that if it fires two 3x tube launchers, the patter will have 3 lanes, each with 2 torpedoes in a lane. This is opposed to firing 6 lanes, each with its one torpedo to maximize the chance of a hit.
  6. What exactly is meant when torpedo accuracy is + or - 25%? Like with electric torpedoes. They all seem to swim straight to me. Also, were circle running torpedoes also a thing for surface launched torpedoes? They must have, right?
  7. As long as it doesn't eat into development time and resources much, small little easter eggs and cheats like ship, gun and turret designs that only ever existed on paper due to their ludicrousness seems reasonable, and perhaps even fun, if not outright funny to both developers making the game as well as players that discover them. As long as these are, as he says, locked behind a secret code or something. Kind of like the game of "asteroids" you can load onto the TID in digital combat simulator's F-14 module in the RIO's seat.
  8. Will it be possible to precisely place the internal components of the ship? Boiler, engines, coal bunkers, generators, aux engines, oil and fuel bunkers, furnaces, storage for magazines and charges?
  9. Boat's Revenge I have more but I can't seem to post them, as the forum only allows me to upload 2MB of photos or something.
  10. I know, but the way and reason why torpedo attacks don't always work in game vs in real life are different, with the in game version feeling artificial and obtuse. Like, "this torpedo attack didn't work because you didn't have the high actions/click per second of a StarCraft pro player", vs "your torpedo attack failed because your equipment was faulty, or you crewed your TBs with people the army rejected or conscripts or two boats lost contact in the foggy weather and gave away their positions prematurely trying to re-establish sight of each other. If we don't want our crews, torpedo or otherwise, to feel like automatons, and I'm all for that, there should be a better mechanics and systems to help reflect or convey that.
  11. Also bad: since some hidden algorithm not visible to players decides when a torpedo is fired or not, sometimes you bring the target into torpedo range, level out so that you're no longer closing with the enemy, then just sitting there watching the enemy blast your torpedo boats out of the water one by one wondering why they're not firing their torpedoes, despite being in decent range with a good, wide enemy flank being presented to them to fire on. And you lose battles like this often. And it's rather frustrating when that happens.
  12. I remember now. I heard about these guys on a book about Wake island. Their tactic for overpowering the marine defenders involved them taking old transport vessels, filling them up with soldiers then just kamikaze-style ramming them onto the landing site, beaching the transports before jumping off and attacking, fighting from there. That would be hello kittying cool, ordering transport vessels to ram themselves into an island, watching as waves of soldiers hop off and start charging the defenders in human wave, bayonet tactics. "Given up for dead" Bill Sloan
  13. I agree with Ramjb. If landings were ever implemented, it would be odd for you to be controlling ground troops, or even the landing crafts. The job of leading ground troops would never land in the hands of an admiral (unless there is a historical example I've never heard of). While it would be awesome to actually see 3D models of tanks, platoons of soldiers and landing crafts under a capable AI fight against another AI with barbed wire, minefields, fortifications, artillery tanks trying to defend... against itself, I guess, with Band of Brothers, The Pacific, Saving Private Ryan sort of chaos as you shell positions, provide fire missions from army/marine spotters and provide bombing runs and dogfighting over the landing zones, how that would work is pretty much a guaranteed technical head-scratcher. Not to mention absolute chaos trying to manage thousands of troops while also managing dozens, if not hundreds or even thousands of ships.
  14. I would like to see naval landings, and amphibious actions involving amphibious units on the map. But I don't see the point in being able to control the ground units directly. Just provide fire support/missions against enemy land installations and units and protect the beachhead as best you can with the vessels directly under your command, the LSTs and landing craft can be AI controlled like the merchantman cargo ships now. If carrier aircraft are in the game, maybe provide bombing support inland. It would be cool if you could watch the AI land units fighting each other, though I have trouble seeing how you would be able to program that in and how long that would take to do.
  15. Is anyone finding the torpedo mechanics a bit, funky? Like when they have a mind of their own and they fire on the nearest, least threatening thing, (i.e. cargo merchantman) even though you needed them to hold their fire for a more important (and dangerous) target later. (i.e. the heavy cruiser next to the unarmed merchantman) They also seem to fire at the most inopportune moments, often firing on a target that is changing speed and direction, usually trying to avoid a previously spotted spread of tins or just as it's about to get broadsided by a school of torpedoes. At best, the torpedoes launched are wasted because the target immediately sinks from the initial torpedo strikes, or it still completely misses, because the target engines get damaged, slows down and the next torpedo spread swims harmlessly off the bow of the ship. Sometimes, they also fire only 1 or 2 or 3 torpedoes out of a x4 torpedo launcher and are then stuck in reloading and will not fire the remaining torpedoes still in the launcher even when they're 100m away from the BB or CA about to squish them. Also, trying to coordinate a torpedo run against a target seems obtrusively difficult, with your limited order options, formation sets and limited friendly AI usually setting you up to get your torpedo boats and destroyers to get blown out of the water one by one because the ships slow down in front of the enemy guns at close range in order to maintain formation or because they took a hit that caused the slightest flooding and/or engine damage and want to fall to the rear. And because of that, you can't get a torpedo armed division of boats or destroyers to coordinate their turn from forward abreast to line, in order to give that perfectly deadly broadside spread from multiple ships fired at the same time from multiple directions. Right now,the best you can do is line your ships up so that they fire their torpedoes one at a time, which greatly diminishes their effectiveness, especially if you have the numbers. I get that this would happen with crews and sections that are conscripted, untrained, green, new to fighting in a division or still learning to coordinate and communicate with other ships, but there should be a difference if it is an experienced crew with captains well versed in coordination, communication and section/division torpedo fighting tactics. Edit: Also, it's a bit to easy to get hit by an unnoticed torpedo as well. Those flashing "!" signs only last a second, so if you were off inspecting the damage you inflicted on the enemy flagship 20nm away at the moment the enemy torpedoes were spotted and didn't catch the "!" sign before they went away, you were going to be surprised to find your ship suddenly sinking a minute later. I think having the AI try to auto-evade torpedoes for ships under your command would be helpful. Also would like to add that putting on multiple launchers, like two 1x tube launchers or four 4x tube launchers, doesn't make the TB or DD fan out the spread of torpedoes when firing multiple launchers, instead doubling up on one spread, so that if it fires two 3x tube launchers, the patter will have 3 lanes, each with 2 torpedoes in each lane. This is opposed to firing 6 lanes, each with only one torpedo to spread the torpedoes out to cover as much space as possible, maximizing the chance of a hit.
  16. I think it would be beneficial for the game if it had a sort of World of warships mockup in terms of understanding what is considered extended and main, what is the squishy parts, what are the tanky parts, where the explody bits are, where the burny bits are, where the "choo-choo" bits are and an overall better visual communication on how your shiny armor bits would perform against in relation to caliber size and weight.
  17. I also put X4 torp tubes in centerline mounts on a modern heavy cruiser, in the naval academy mission rise of the heavy cruiser. I know these things were fired out of the tubes by compressed gasses, but being in the center of the wide deck of a heavy cruiser, it looked like the torpedo had to clear 20 lateral feet of ship (at least) in order to go over the side and into the water. Not sure if tubes could provide that much launching power, especially if you were launching 24in torpedoes or bigger. Feels like if you tried doing that on a real heavy cruiser, the torpedo would just bury itself into the deck in front of the launcher or just roll around uselessly like a loose cylinder.
  18. Will searchlights, flares, star shells, signal lights and night battles be in the game? It would help vary the experience. Also, would you consider a sort of "reliability" mechanic? Where components and ammo like (but not limited to) turrets, radio radar, hydrophones, engine, rangefinders, etc. can fail due to (but not limited to) poor quality, slave labor or rushed research or construction? Dud 12" shell from bismarck, jammed Y turret from the Prince of Wales during the Battle of the Denmark Strait.
  19. Suggestion, I think it would further add to UAD's interesting visual appeal if there were animations to the destruction of components such as collapsing funnels, toppling towers, ships being blown in half after a mortal explosion or capsizing and rolling over. Turrets being blown open and their barrels depressing from loss of hydraulic pressure, right now it just looks like it got dirty.
  20. @SquatterAgreed, I think it would be helpful if you can select targets for your primary, secondaries and torpedoes. Especially torpedoes, who sometimes target unarmed cargo ships when you wanted them to fire on the cruiser escort instead.
  21. HE shells might need some adjustment. It might be too effective in its current state. I'm not a dreadnought combat expert so don't take my word for it, but I am seeing that HE can turn well-armored ships to turn into ersatz bonfires with a few lucky rolls. It's simply too easy for a CL or a DD to defeat a BB by setting it on fire with HE rounds. I think others have posted this complaint as well.
  22. I hope we can do the same thing during the russo-japanese war when the japanese surrounded Vladivostok on land and rained down artillery fire into the harbor, damaging and sinking ships, which precipitated the Tsushima strait battle.
  23. Will searchlights, flares, star shells, signal lights and night battles be in the game? It would help vary the experience. Jutland had a night engagement and WW2 had night engagements with bismarck, and the japanese + american navies in guadalcanal, I think?
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