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1MajorKoenig

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Everything posted by 1MajorKoenig

  1. Ok Sonic - I did play it from the US side now - after I failed with the Brits - and that was an easy win. And my two BBs did't do much but the Battlecruiser Lexington did some work. I had to use UNLOCK though as the US Battlecruiser was too small (33k?) and used one of 45k tons - which unfortunately turned out to look british. Regardless, we killed all transports and the capital ships in roughly an ingame hour and the remaining two CAs were running. Nice Scenario! - Although I still need to beat it from the Britisch side - which seems much tougher Here is my USS Lexington:
  2. Wow you were fast! Just played it from the German side and it was easier than I thought although the battle took 1,5 ingame hours although with killing the entire enemy fleet. And I took some liberties for the modernized BADEN as the hull which gave a more German looking superstructure was much bigger. I kept the armor and weapons close to historical though. Funnily enough the AI built for the Russians some BBs which were quite close to what I had in mind (36k and 10 x 40.6cm guns). Tomorrow I try to play it from the Russian side and see if it is beatable. But I would assume so
  3. Hi, nice Scenario - my first try playing as Royal Navy failed though. My BC and my two CAs got minimum Bulkheads and the enemy just smashed them. My N3 / St Andrews put up a fight though, killing the enemy BC and one of the two BBs (46k monsters with 43cm guns). I will try again - here is my N3 / St. Andrews build though: I had to take some liberties as I couldn't fit all turrets forward and went with the G3 config instead - 45cm triples though. At the end I needed the longer hull and had to use a bit over 53000 ts instead of 52k. Was an interesting battle though... To be continued!
  4. I like this idea! I will add it to the opening post! EDIT: and I will try to play both of these scenarios we have already on the thread tonight - I am really looking forward to build an N3 🙂
  5. Well of course you will only design one of the ships and the rest is random. Which obviously means that for the ships you don’t design won’t be 100% as in the description. But that is not an issue - the design instructions are for the one design you do yourself - and you may chose to design either the BBs, BCs or whatever. Or what do you mean? EDIT: or do you mean some prerequisites for the mission? I may need to adjust these if needed
  6. Okeydokey - I make a start: SECOND GREAT WAR - EPISODE 1 “Red Dawn” 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. Europe calms down but tensions start rising again in the second half of the 1920s. And although the Empires of Germany and Austria live on in a slightly different form the revolution in Russia sweeps away Monarchy in the Giant Russian Empire with the communists emerging victorious from the civil war. With large territorial concessions made to achieve a piece with the western powers the USSR seeks to recover lost land eventually which event would lead to war with Germany and Austria. In the early 1930s hostilities break out in Eastern Europe. Mission: After war broke out between Germany and the USSR in satellite states in Eastern Europe the Soviet Baltic Fleets attempts a daring surprise invasion attempt at Kiel with the aim to achieve a quick Cease Fire. The German Baltic Squadron scrambles to intercept the invasion Force Design Instructions and Order of Battle: 1) Attacking Fleet - Soviet Union (stand in: Russian Empire): 4 x BB - 36.000 ts / 3x4 16” (“Bubnov Design) 2 x BC - 35.000 ts / min 29kn / 4x3 14” 3 x CL - 8.000 ts 12 x TR Tech Level: 1928 2) Defending Fleet - German Empire: 4 x BB “Baden” modernized / 4x2 15”, hull: modernized Dreadnought (needs unlock), 35.000 ts 6 x Torpedoboat / DD hull as stand in as not available Tech Level: 1928 You can pay as either side and design any of the ships yourself Victory Conditions: you can play the Scenario from either side. Victory Conditions are: 1) as Russia: keep at least 50% of TRs and two capital ships alive for at least 3h in game time - that is the time the Germans have to intercept the convoy - for a victory keep 2/3 of the TRs alive sink all enemies for an outstanding victory 2) as Germany: sink at least 50% of the TRs within 3h of in game time - I.e. before they reach the coast for a victory Sink all transports In that time and keep all BBs alive for an outstanding victory
  7. Hi all, I love the concept of the game but there isn’t a whole lot to do yet — and this will at least be the case until we have a decent campaign. Therefore I would like to try the following with you: Let’s try to post our own scenarios here! We can then play these “Community Scenarios” in Custom Battles and Post the results, designs and discuss feedbacks in this thread! As for feedback we can use the forum reactions - thanks to @HistoricalAccuracyMan : “Like” - I like the scenario “Thanks” - I beat the scenario “Sad” - I played it and did not win At least let’s give it a try and see how that works 🙂 Pinging: Vassili (mandatory - just one ping) @Nick Thomadis @Cptbarney @Marshall99 @BobRoss0902 @Cpt.Hissy @SonicB @DerRichtigeArzt @IronKaputt @CapnAvont1015 @Fishyfish @Skeksis @Aceituna @o Barão @DeadlyWalrus @HistoricalAccuracyMan @Airzerg and Of course everyone else 🙂 SCENARIOS: Second Great War - Episode 1: “RED DAWN” (page 1) Second Great War - Episode 2: „BLACK SEA MONSTER“ (or: how the French entered the War) (page 2) WAR PLAN RED 1930 - Episode One "The Battle of Cape Breton" (page 1) Second War for American Independence — Part 1: "DESPERATE TIMES" (page 1) Second War for American Independence — Part 2a: "PREEMTIVE STRIKE" & Part 2b: "TWO CAN PLAY THIS GAME" (Page 1) The Last Ride of the Beiyang Fleet. 1910 (alternative history) (page 1)
  8. It feels very random. Tried to win it by fires but it is largely random how well the enemy copes with that.
  9. You have a point but the game isn’t in a state for release. It needs some more to not ruin the release. And you need to consider that most of 2020 was a complete write-off for the development. Not ideal but it happens. And the team apparently has a plan and some new people working on the two core components of the game (designer and campaign). Personally I am very optimistic once more and even sort of hyped! I was wondering the same to be honest. Although the note they added a new programmer to improve the ship designer was the best news! There is something else though: I was playing a little more again lately (some academy and some custom battles) but I was wondering if we could get a separate section on the forum to post our own Scenarios? Because at the moment there isn’t a huge amount of stuff to do in the game - maybe some good scenarios created by us here could be a fun thing to do? Anyone could then play these in custom battles and post their results and discuss? Would anyone be in for that? I mean, if there are some forumites interested we could ask Nick to get us a “Custom Scenario” Section? What do you guys think?
  10. I think Nick was referring to including the other nations we have in the game already into the campaign as for a starter the campaign will only be Germany vs Britain
  11. While the ship movements in see may be quite pronounced I admit I prefer this to the “ships on rails” or “Tonks on water” we see in other games. Some movement in the waves makes the scenery much more lively in my opinion
  12. Nick put up a roadmap and explained the next steps. Although it doesn’t mean that Alpha 11 is necessarily already one of the core releases he mentioned. However I agree it sounds like next we will see the skeleton of the campaign. Why only two nations? He mentioned a North Sea Campaign - Germany vs UK which is a very good scenario choice for that era in my opinion. I don’t mind having that for a starter and have that expanded later on. I am more concerned about how the campaign plays out, what actions you can perform, what options we have, how lively the environment is. Once that is settled for the North Sea you can easily expand to the North Atlantic, Pacific and such Out of curiosity as I joined a little later - how were the ships directed strategically in the initial version?
  13. I am really happy to read this - it is a very good idea to improve this very core aspect of the game in my opinion. Can you already shed some light on what the general scope/direction here will be? Are you aiming for “just” polishing the current version of the designer and add parts or are we talking about expanding, changing and overall improving the ship designer to become more of a flexible and powerful asset?
  14. This is amazing! An excellent plan and a good way up slize the work! North Sea Campaign - I LOVE it!! And that is even more amazing!!!! Wooohoooo can’t wait!
  15. I am all for more variety in the designer I am all for more freedom in placing parts I am against „all-equal“ and want nation specifics I am very much against „same ship Syndrom“ I want this Game to be awesome I feel that this game needs a great designer with a lot of freedom and a good dynamic campaign to use the designer meaningful
  16. Hi - was that request from a very old thread a serious idea? Are you looking for people to contribute?
  17. I found this very old post but I like the ambitions described here
  18. @Nick Thomadis Hi Nick - it’s been more than half a year since I put in this question. While I was hoping for substantial expansions to the ship designer the lack of reaction there got me thinking how far you are trying to expand this core feature in the foreseeable future. Regardless - can you at least add Derfflinger, Mackensen and Ersatz Yorck Parts (hulls, superstructure, funnels and guns)? That would give us at least a way to build different ships around these amazing designs ?
  19. Agree with Marshall99. Of course making a game or any other piece of software can be a challenge. Reefkip is stating the obvious. And we can easily deduct from the complete absence of progress this year and the replacement of the key programmer that something went pretty horribly wrong. Watch the trailer for the ship designer and see what is in the alpha-prototype in game - it’s a huge gap between those two. Either the ambitions have been unrealistic from the get go or the project went the wrong way at some point. Now as Reef started the speculation - it can mean that the project is in budgetary trouble. Time isn’t critical by itself - what counts is what is delivered against what budget. And here I also assume that things didn’t go to plan. But even if that would be the case the devs could be creative and say “you get X” and if we want it achieve “Y” we have to croudfound it with you. Or whatever ways to generate additional budget to make up for the loss of 2020 and most likely already prior. Because replacing the key programmer can also mean that you foundation could be foul already - and then you need some effort to recover. Although the alternative isn’t much better: if you release it half-arsed it won’t be financially successful. THAT part you can indeed see all the time on Steam - all this unfinished junk nobody will ever buy and where you will read 3 negative feedbacks if any at all. I can say that I find the project unique enough so I would be open to additional ways to generate budget to continue development rather than launch&bury. But that is my opinion. Plus: I can say I enjoy the game itself. Graphics are basic but adequate for the purpose, mechanics are simple but mostly sufficient (although spotting needs a little work I’m afraid). What is missing is a fantastic campaign and an overhaul of the designer to create immersion in my view For such a project immersion is more important than technical perfection
  20. Why not let Nick speak for himself? I read nothing but assumptions. If the devs tell us “the designer is final - all you may or may not get are a few additional parts” - fine that would be a decision. For me that would probably mean that the game will not live up to the hopes I had for it and probably I wouldn’t play it much - just like over the past year. But that would be my individual decision. And Btw I have seen great projects with very small crews. Comes down to several aspects but small teams doesn’t mean bad results at all. I still play for example Stormeagles Jutland - a game basically made by two dudes and still a fantastic little game. Absolutely adequate mechanics, great campaign and player freedom, reasonable 3d world and representation of the ships - straight up an excellent project. So let the devs speak for themselves - they are very well able to do that
  21. Especially for the older ships I have the same opinion. I had a pre-Dreadnought battleship which get hammered from about 10km without seeing three large cruisers. Even when they were shooting. For the newer ships it isn’t that obvious as the distances are generally pretty large but for Dreadnoughts and predreads it seems like the spotting system isn’t ideal
  22. Gents, I don’t think we should make it a binary discussion. This is not “my way or highway”. I have still somehow great hopes for the game as I absolutely love the basic idea. I wanted to summarize in this thread what I would like to see to give the devs an idea of what I think - as a feedback or as a wish. And I wanted to collect some opinions from others who care about this project. In my view the three mentioned improvements out of the full list would make it a “minimum viable product” - not great but functional: And I hope we will see these (smallish) improvements at the very least. The other question on the budget - I mean the devs could at some point say “here is what we can and will do” - and such a small company could even be more creative about things. For example: they could deliver said MVP within the project and set up a “crowdfunding” for additional features. If there are enough people willing to invest something on them - do them. And give these guys cosmetic rewards such as camo patterns and alternative 3d models for bridges, masts, etc. You just need to be creative
  23. For the sake of simplicity I would summarize boilers, engines and everything in simple “machinery” space boxes. You can go as granular as you want but I tried to hit a balance between needed detail, ease of use and effort to program
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