Jump to content
Game-Labs Forum

Christoffer

Members2
  • Posts

    10
  • Joined

  • Last visited

Posts posted by Christoffer

  1. 18 hours ago, Squatter said:

    The amount of time chasing enemy ships and never finding them is pretty insane at the moment. There is no skill or satisfaction in watching your ships chase as 'smoke detected to the west' message for hours on end. Completely enjoyment breaking, sadly. 

    What I don't quite get is that currently before a battle begins, we are told the composition of both fleets. Then we move to the battle screen, and both fleets start outside of visual range. So how are we meant to know which enemy vessels are involved if we haven't yet sighted them? 

    Seems to me there should be an extra pre-battle phase. 

    Phase 1: Battle icon appears on the map. Click on it to see which of your vessels are involved. No mention of enemy vessels yet. Decide whether to attempt to 'evade', or 'engage' (or 'delay' I guess). If engage chosen, then decide whether to 'keep fleet together' or 'split ships' with fastest ships forming a scout group. Forming a scout group will give better chance of contact with evading enemy ships below, but battle will begin with fleet split. 

    Phase 2: Game decides whether visual contact is made, depending on the orders chosen by both sides above, and the relative speeds of vessels involved. If one side 'evades' and the other 'engages', a roll is made against a probability determined by relative speeds of fleets (and weather conditions etc). If successful then: 

    Phase 3: Launch battle with vessels in spotting/radar distance of each other. Only now does ship recognition take place. And you never begin a battle without first having come within spotting range of an enemy vessel (or at least smoke plume). And most battles launched will either be because both sides want to fight, or in the case of pursuers having the speed advantage against evaders. 

    Obviously chance to make contact/enemy identification could be modified by air assets/submarines/coast watchers where appropriate. 

    Whether or not a system like the above, something is clearly needed to stop wasting so much time chasing shadows in the battle screen.

     

    I would like to add a "prebattle" screen in step one where you can sett upp your divisions.  (posibly limited by your technologies)   i hate that i have to start many battles with shuffling ships around and getting a good formation.  
    (this ofcourse should not happen in case of an ambush battle :))

    Edit: even better.  the posibility to save presett formations.
     

    • Like 4
  2. Two small sugestions.
    1) solve the Barbette issue by not having barbettes separate, instead have gun and barbette as a single unit.  så you select gunzize then number in turret, then "normal/superfiering/doublesupperfiering.  this way you can handle both visual and weight calculations better.

    2) for uss that dont spend every waking hour reading upp about historical ships.  could you place some mouse over popupp with historical info  to compliment the raw data for different parts (especially hulls)
    Stuff like
    years it was used,
    Ship types you can build from this (like  was used in shipps x,y,z)
    avantages/differences from earlier types of the same component.

     


     

    • Like 2
  3. two sugestions

    first a point about fore/ aft inbanance.

    as we cant move around the internals as real designers could.
    then we could instead create a "acceptable  inbanance" flr each hull.
    This is the inbanance of armour and weponry that can be handled with moving things around inside the ship
    and it is only when that number is maxed out that the "real inbanance starts.

    you cound even apply some small penalties in cost/weight  for the internal inbalance (representing more complex piping ect) 

    second a point about barbettes.   cant we incorperate the whole system in the guns placement.  so after you have selected gyn and number of barrels, you then can select the apropriate barbette (diferent heights ect)
    this way you get all the weight/cost   info in  one place.  and you can place the turret and barbette as a unit and move it as a unit.   it also allows for different possible barbettes for diferent guns as part of techtree  in the campaign.

  4. would it be possible to have a mode where you saw both   metric and imperial numbers for things lika armour and gun calibers ?  
    i dont do conversions in my head quickly and when you play around with designs from different countries  (basicly making something and comparing to both say german and US designs.)  its tedious to change forward and back.

    yes i know it will take upp losts of screan realestate but somtimes it would be preferable.

  5. The best would be all of the options above.
    for each mission select
    "Historical" :Same ship every time and you can examine all ships ahead of time
    "Variant"  Resonabely same ship  and you can examine allied fleets ahead of time
    "wild"  you have no idea. (maby option to examine allied fleets ahead of time.)

    • Like 1
  6. One small issue  i dont know if it should count as feedback or sugestion so i will dropp it here.

    After a scenario is won/lost.  can we get a screen with the results.   

    Stuff like list of ships with the posibility to look at each of them and se what happend. (damage taken/given ect)
    And of course the ability so save this info localy.
    this would realy help you when working on harder missions or playing around with different designs.

    • Like 5
×
×
  • Create New...