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1MajorKoenig

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Everything posted by 1MajorKoenig

  1. I am really happy to read this! We are moving guuuuyyyys!!!!
  2. Amazing!! And sorry to be nosy - but is SMS Derfflinger also on this list...? 😇
  3. DO I READ THIS CORRECT??? đŸ„ł Woooohoooo!!!
  4. Thanks for pinging! Great news - looking forward to more flexibility and hulls!
  5. Well yes - my bad. I understand what you want but I don’t agree on that being a priority at this stage. I am sure the game will get a map screen later on. It isn’t really hard to do
  6. Yea... a Minimap. Reasonably easy to do... but by far not the most pressing issue. I would call that feature a “nice to have” but there are certainly bigger fish to fry! Without substantial improvements to the ship designer and meaningful game modes (I.e. a campaign) you won’t need such things as a minimap
  7. I agree with that it is THE selling point of the game. Designing different, interesting or even absurd ships and take them to the campaign is what this game should be about. And I also agree that the team would probably know that as well. However the fact they have not mentioned a single word beyond the fact they have one programmer on it makes me suspicious. It would be good if Nick could share their plan on this matter once they have made up their mind about how far they want to go. You know - to manage the expectations a little
  8. I think there is even more to that. I am convinced we need to break up the superstructure into multiple parts, at the very least in two: the bridge and the mast. Otherwise it becomes far too repetitive. Also: we need smaller bridges, the current ones are far too big
  9. The problem is that the result of the design process is too similar all the time as some critical variation options are missing. It is not necessarily a whole redesign but it needs certain more options to offer variety. See the point of a designer is to create variety and there the current tool so lacking
  10. You mean something like this...? https://forum.game-labs.net/topic/38090-propsal-ship-designer-20/
  11. I have a different opinion. Currently the Designer is Limited to a degree that it produces very similar designs —> same ship Syndrom. This feature is one Probably the key features why people would want to play the game. From an RTS standpoint there are certainly better games. If the team succeeds in building a ship designer which allows enough freedom to really create different and interesting ships this would make the game unique. And it doesn’t even need to be the moon — it just needs to allow for enough freedom and variety. And that is currently by no means the case.
  12. I was hoping the same but we did hear nothing on plans for the designer apart form the info that someone will now work on it. I think it would be great to understand the team’s view on this key piece of the game. Have been playing a bit more / some of the community scenarios lately and have been enjoying myself. However I can’t help myself seeing what this game could become if the designer gets some solid improvements
  13. Howdy 🙂 here is another one ! Second Great War - Episode 2: „BLACK SEA MONSTER“ (or: how the French entered the War) Background: WW1 ends 1916 with a peace brokered by US President Woodrow Wilson which results in the Empires of Europe to survive. Although this brings peace to the continent it does not resolve the tension which led to the war of 1914. However this will lead to new alliances and rivalries. In the early 1930s hostilities break out in Eastern Europe. Following some masked invasions into German Satellite States in Eastern Europe, the German Empire and the Soviet Union are at war. The Soviet attempt to quickly end the war with a surprise attack at Kiel fails and War unchains in Europe once more. Following the Wilson Peace around Christmas 1916, German Chancellor Gustav Stresemann and French Premier Aristide Briand succeed in their joint „Mission Impossible“ and bring the two arch enemies in the heart of Europe into an unusual alliance — and against all odds. During the following Naval Treaty negotiations the Germans habe over two of the to–be–finished MACKENSEN Battlecruisers. These ships will form the Nucleus for the future French Fleet as the „CHARLEMAGNE“ class. Once the hostilities increase and consume more and more countries in Eastern Europe the French enter the Second Great War on the Side of their German Allies. Mission: A gigantic Soviet Battleship is reported to have left her Base of Sochi in the Black Sea to attack the Franco–German Oil Supply Route through the Mediterranean. A French Battlecruiser Taskforce scrambles to intercept the Monster. You are commanding the French Task Group with the Objective to intercept and sink the Soviet Super Battleship. Design Instructions and Order of Battle: 1) Your Fleet — France 2 x BC „Charlemagne / MACKENSEN“ — 35.000 ts / min 29kn / 4x2 35cm guns (Note: I had to use the large cruiser hull to get this done as the French Battlecruiser is more useful for all–forward setups) 2 x CL - 8.000 ts Tech Level: 1930 2) Enemy Fleet — Soviet Union / Russia 1 x BB 4 x DD Tech Level: 1940 (So yes, they have the tech advantage) Victory Conditions: Sink the enemy Super Battleship VIVE LA FRANCE — and have fun
  14. As we are in desperate need of new hulls and parts I would be very much in favor of that I would be very curious where they want to go with the designer
  15. Okeydoe - now I also got it for the RN ! Ended up with a asimilar design for the N3 (this time I called it correctly "St George") and was able to sink the US Capital ships relatively quickly. The CAs (with minimum bulkheads once more) gave chase for the destoyers and hunted them down. Nice Scenario! Btw.: Lowering the US Tech Level made the scenario much more feel "natural" - the enemy Battlecruiser showed up with Cage Masts!!
  16. To be fair - we shouldn’t lose faith. Saving a design already works in Scenarios - now they only need to find a way to organize the feature in a way it will find you the designs which match the scenario Settings in a somewhat easy to read form. On the other hand: For the campaign I would assume we need some sort of fleet management tool in any case. Repair, refit, assign and organize ships. I don’t think though that I need a design save feature for the campaign. For that a tool to change some things on ships later on / refitting would be more important in my opinion
  17. Hmm... ok first try didn’t go to plan. My ships (the ones I did not design) came out at minimum or few bulkheads and the enemy with maximum. And they torp rushed my BBs. I will certainly try again though Anybody else tried this one?
  18. Was that inspired by the Bubnov design as well or is that funny coincidence?
  19. Here is my USS Uncle Sam - nice that there are specific follow ups 🙂 : And: I tried to play my first scenario and went with 36k tons Bubnov dreadnoughts. Unfortunately the AI build 66k tons super battleships with 12 x 16" guns which beat up my smaller ships pretty badly. Maybe I need to lower the tech level for the AI for that scenario? Anyway - here is my Russion Bubnov Design:
  20. Unless they are somehow protected IP we can use any scenario idea I would say Nice Scenario! I beat it last night with a monsterous 95k super Battleship with 3x4 45cm guns. She basically beat the entire enemy squadron in about 1:45h. I hope I didn’t miss any design instructions - I certainly used advanced hydraulic turrets. Will try to post a picture later. I must say it is really nice to see your scenarios and I am having a lot of fun playing them! I still need to beat Sonic’s Scenario from the British side, I am already really hyped about Fishy’s and I yet have to do my own from the Russian perspective. And I already have an idea for Episode 2 of that alternate history - and it will involve the French 🙂
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