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Kommandant Flauschige

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Kommandant Flauschige last won the day on March 27 2021

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  1. Something that annoys me is that smaller ships not meant for combat - minelayers and minesweepers, mostly - must be designed as full combat capable ships. This is rather annoying when my $1,000,000 mine-laying 1890 light cruiser with a 0" main belt and just two 4" gets drawn into a fleet engagement, when it should by all logic not be drawn into the fighting. It would be amazing if we could a.) Designate certain ships as 'non-combat', making it less likely for them to be drawn into random encounters (this label could only be applied to destroyers and light cruisers with less than a certain amount of armor and weapons, to prevent this mechanic being abused) b.) Create special minesweeper/minelayer hulls, between the size of torpedo boats and destroyers (i.e. between 200t and 800t displacement) which would be far less likely to get into battles but would simply lay mines. Minesweepers/layers could be attached to task forces but would likely disengage in the prebattle screen. Thoughts?
  2. Hey! I just started up a new campaign and built a design for a mine laying light cruiser. I named it Mine Laying Cruiser E-1 (to distinguish it from all the other light cruisers in my fleet when I want to send it out alone on a mine-laying operation). Unfortunately, it seems like I'm not able to change the name of ships once I've ordered them to be built; so if I wanted every ship of this class to have the 'Mine Laying Cruiser' name I'd have to make each one of them an individual class of ship. This seems like an undue amount of effort for something that should be as simple as clicking on the 'rename' button in the Fleet list. It would be a very nice QOL feature if this could be implemented.
  3. I discovered an exploit, particularly useful in Convoy Raids in 1890's when your ships couldn't hit the broad side of a barn from the inside if it were sitting on the gun barrels: If you target a ship beyond a ship that you want to hit, then literally every shot will hit another ship in the line of fire. It doesn't work as well at more than 2-3km because the shells have a higher trajectory, but I've always laughed at the game that refuses to give me a single hit from under 100m away with 75% accuracy after about 10-15 shots (just because I was firing at the enemy ship's stern), accidentally giving me 100% accuracy on a ship I'm not even aiming at. I don't even mount torpedoes on my convoy raiders because this exploit works so well.
  4. I like these suggestions! I am particularly looking forward to other nations being added, + a diplomatic system which will allow you to sign treaties. What I was envisioning was basically an event that is either random or triggered by you: 'Send Delegation'. This is an all-encompassing diplomatic legation that will try and either iron out differences, deliver news of sanctions / declaration of war, or simply bring gifts / reparations. Anyways - treaties. You would first select the nation on the World Map, then right-click on the Capital City and click 'Send Diplomatic Mission'. This would show up as 'Propose Conference' if you already had an embassy established there. Let's say that it's peacetime in a future UA:D campaign scenario. Germany and Britain are allies, or at least realpolitik allies, and want to make a world treaty to restrict other nations' naval power. France in particular. So, everyone sends a diplomatic mission to London. The Germans and British bully the French into signing a naval treaty that disproportionately affects them - say, not being able to build more than [x] number of smaller ships but no restriction on BB's (which the French can't build anyway due to small shipyard size) - and both walk out of the naval conference with smug smiles on their faces. France will not be able to build up for a coming war nearly to the same degree as Germany and Britain. Also, one small suggestion - during peacetime, any ships set to 'Sea Control' will occasionally run across other ships that they are (for the moment) at peace with. All guns, torpedoes and otherwise are set by default to 'off', and the ships either show up as 'allied' or 'neutral'. You can sail as close as you like, and little message boxes will pop up saying that 'gifts / greetings were exchanged', etc - and after a minute or two of that, your ships leave with a little 'toot' on the horn in farewell, and your nation gets a reputation boost with whatever nation owned the ship. If you order your ships to open fire on the enemy, then war will be declared. Speaking of war being declared - could major news of such a declaration, peace or a big battle show up as notifications in a 'newspaper'? With smaller notifications showing up as 'telegrams'? I think it would add to the ambiance of the game. Also speaking of newspapers - how about losing battles will result in a decrease in popularity? With the player being able to remedy this by setting a 'Press Freedom' slider in the 'Finances' section? This will result in a minor long-term reputation loss, but news of defeats will hurt popularity less, and news of victories will do slightly more.
  5. Could you post some info - tonnage limits, ship class, start date - so that I can make a design? I'd love to send one of my best over? Just ping '@Kommandant Flauschige' by typing in @ first, then my username once you're ready.
  6. My modus operandi is simply: CL's suck. Secondly, CL's still suck. Thirdly, torpedoboats are for sissies. Real admirals get up close and personal and blow the enemy away with their broadsides, like in the Good Old Days in the Age of Sail. If you're not inside the torpedo minimum arming distance, you're doing it wrong. CA's are fine for commerce raiding, but BB's have longer range, and don't get sunk by errant torpedoes. BC's are the best at this sort of work, because they can get to an enemy convoy, rake them with shells from stem to stern, and then disengage with 30kts+ speed. Insincerely, Kommandant_Flauschige Flotteadmiral Oberkommando der See
  7. I was trying to build a Super-Agincourt but I couldn't fit more than 5 center-line turrets on there. So I decided to try and fit as many turrets as possible. It is recommended to play either 'Rule Britannia' or 'God Save the King' to maximize the amount of tea you can dispense. P.S. I really love what you can do with this game XD
  8. I think that it wouldn't be as hard to implement QC as improving the damage model, because (with my limited knowledge of coding), to implement this with gun accuracy, you would only have to decrease the 'effectiveness' of, say, a gun by a certain percentage over time. This doesn't seem like that much of a modification, but hey, I'm not a dev, and shouldn't speak for them.
  9. Hey, everyone! I was just listening to a bit by naval history YouTuber Drachnifel about the Battle of Cape Matapan, and I noticed something that might be good to consider with the (hopefully) upcoming campaign. So, basically, the battleship Vittorio Venito happens upon a small British force of light cruisers. She opens fire, damaging one within the first few salvoes and causes her to deploy a smoke screen to withdraw. She switches fire to another of the cruisers, her fire control systems interpret the range perfectly, but for about ten salvoes her shells only bracket the ship, which Drachnifel attributes to poor quality control on the Italian side. This is further evidenced by the fact that Vittorio Venito's 15in guns suffered around ten jams, and shells coming from the same turret would sometimes land a kilometer apart. This brought into my head a feature (which could be toggleable at the start of a campaign) - quality control in manufacturing. Basically, you can devote a portion of your budget to a slider known as 'quality control'. Basically, the higher it is, the longer your ship can stay at sea without needing a refit, your guns are more accurate, your engines produce more power, your ship moves faster (good hull streamlining)... And obviously if you have poor quality control, which you might go for if you were spamming out a ton of coastal defense ships, then they will be significantly worse than if they had had good quality control. Now, the cost should be in the medium range - not too high that it's impossible to obtain without sacrificing overall performance anyways, and not too low that it is almost an afterthought. Whaddya think?
  10. Yeah, Atlantic Fleet had this problem too - the ship models were good, until you realized all the gun barrels were actually square.
  11. Wait, you can with WASD. I'll delete this topic!
  12. This is just an opinion thing... Generally when I'm designing ships I try to maximize the performance of the guns and armor (except when making a destroyer, in which case I try to fit as many torpedo launchers as possible)... This focus, I guess you could call it, has led me through about 98% of the Naval Academy. Does anyone else have a different preference, for, say, maneuverability and response time?
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