Jump to content
Game-Labs Forum

RedHerring

Members2
  • Posts

    4
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

RedHerring's Achievements

Landsmen

Landsmen (1/13)

12

Reputation

  1. Thanks to the devs for their hard work! I really like a lot of the new features in 1.1 and look forward to testing them out. I haven’t done much with this yet because battles are hard to play due to ship control issues. I haven't had any new issues with speed control like some others, but since v1.1 release I have had the heading control issue that others have talked about. It isn’t a formation keeping problem because I have the same problem with a single ship. When a heading order is given, the ship turns in that direction with full rudder. But when it reaches the new heading, it still has full rudder input and so it overshoots the heading by a fair margin. (sometimes as much as 45 degrees) After overshooting, the ship attempts to correct to the ordered heading, but does the same thing in the other direction, over shooting again. I have had ships continue to s-turn like this 15 or more times before stabilizing on the new course. This is a new problem as of v1.1. (I reverted to the non-Beta branch to check and it is not an issue there). It seems that whatever function tells the ship to take out the rudder input at the correct time to stabilize on the new course broke in the update to 1.1. Here we give the sip a new heading... The ship reaches the new heading but is still turning, so it overshoots... After overshooting, the ship corects back... ...and overshoots the other direction. Please fix this! I'd really like to test this build but battles are practicaly unplayable right now. Thanks!
  2. I’ve been looking forward to this campaign since the game was released. This is very much like what I was hoping we would get. Obviously it’s bare-bones right now and has a very long way to go, but I think I see where it's going and I'm excited to see it be developed further. So great work devs! I have a couple thoughts based on the limited time that I've been able to play around with the campaign so far. First, a question; What is the intention behind locking the campaign behind 3 Naval Academy missions? Is it simply to ensure that new players have some familiarity with the game before they dive into the campaign? If so, may I suggest a dialog box that recommends that you play the naval academy before starting the campaign, rather than requiring it. On a side note, I would also recommend splitting the naval academy into two sections on the main menu. A “Tutorial” section containing the “learn the mechanics” type missions (ie. Gun basics, speed basics), and a “Scenarios” section containing the rest of the missions. This would help clarify what you are getting into, rather than overwhelming new players with what can, at first glance, look like a hundred tutorial missions. Second, is the starting years for the campaign. I would like to see all starting years available without an unlock. I know this may be personal taste, but I’m not a huge fan of the pre-dreadnought portion of the game. I’d like to be able to start in 1910 or later, but as it is I have to play 2 campaigns before I can get to the ones that I’m really interested in. If players have to spend 10+ hours doing something they don’t care about, or possibly even dislike, in order to be able to play the content that they want to, you are going to lose some of them. Maybe the current system is intended to create a sense of progression, but I think that the campaign will provide that inherently. Generally, letting your players do what they want to do within your game is better than making them grind to unlock content. There are other things that would make the campaign better, but many of them have either already been raised by someone else, or will most likely become irrelevant as the campaign gets fleshed out. Overall, I like where the campaign (and game as a whole) are heading. Thanks for the hard work! I’m looking forward to seeing what comes next.
  3. Thanks for the friendly welcome. I wrote my post in docs and pasted it in here. Somehow in the transition it got converted to all bold. Didn't see that until later. My bad. 😅
  4. I know I’m late to the party, so I don’t know if the devs will ever see this but here are the things I would really like to see in future updates. Naval Academy 1 -Split the Naval Academy into two sections on the main menu: Naval Academy, and Scenarios. Reason: “Naval Academy” sounds like a tutorial. There are currently 35 Naval Academy missions (thank you Devs and keep up the good work!). The first 8 or so missions teach you the basics of the game, while the other 27 are there for experimenting and exploring the mechanics you learned in the first few missions. For someone coming in for the first time, it is a little overwhelming to see what looks like a 35 part tutorial. So keep the 8 or so ”learn the basics” missions in the “Naval Academy” and move the rest to a “Scenario” list. 2 -Give the player the ability to design and use more than 1 type of ship per mission. Reason: This would massively expand the enjoyability and replayability of the missions. E.g. In the “Destroy a full fleet” mission, you can build BBs, BCs, CAs, CLs, or DDs. So you can either build 2 BBs, OR 20 DDs. It would be really cool if I could build 1 BB, 1 CA, and 6 DDs. This would allow the player to experiment with fleet composition, which will be very important in the campaign. The way I see this being implemented, (not being a game developer) would be to use the save system that is already in game. Add a slider to each save slot that sets how many ships of that type you want. So you could design a BB that costs 50% of your budget, then set the slider from 2 ships to 1 ship, and now you still have half your budget left for building a ship in the next save slot. I don’t know if this would work from a technical standpoint, but this feature would add so much to the game that I think it would be worth figuring out a way to implement this feature. Custom Battles 1 -Switch the positions of the Quick start and Back buttons. Reason: Simple quality of life. Most programs go with the convention that left is back and right is forward. Maybe it’s just me but every time I want to go back to the main menu, I almost click on the quick start button instead of the back button. 2 -Give the player the ability to save and design multiple ships per mission. Reason: Mostly the same as in the Naval Academy missions, but even more needed here. Having very little control over the designs of the majority of your fleet can be annoying. 3 -Give the player the ability to design the AI’s fleet Reason: This would allow players to reenact historical battles with all of the ships involved being as historically accurate as the game allows. It would allow hypothetical battles between historical ships that never met, (like Yamato vs. Iowa) again with all of the ships involved being as historically accurate as the game allows. It would allow the player to experiment and pit their own designs against each other. I think this is a key feature that would greatly improve the game. Shipyard 1 -Give the player full flexibility with the placement of towers, funnels, and barrettes anywhere along the centerline of the ship. Reason: I know I’m not the first to ask for this and the ship builder on the whole is amazing, so thank you devs for your great work, however the ship designer still feels very limited because of the placement restrictions on some parts. I’ve heard that this hasn’t changed because the AI can’t handle the extra freedom. If that is the case, I would recommend that the player be given more freedom than the AI. Force the AI to use the hardpoints that currently exist, but give the player the ability to place towers, funels, and barbetes off the hardpoints with ctrl. Battles 1 -Add a battle result screen at the end of battles showing stats for each ship. Reason: It would be nice to have more information on how each ship did in the battle. Things like total shells fired per caliber, total hits scored, damage taken, damage dealt, etc.
×
×
  • Create New...