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Kebla

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Posts posted by Kebla

  1. 34 minutes ago, Admiral Donuts said:

    Questa è la causa delle navi che entrano nel ciclo di riparazione ma non riparano poiché non stanno entrando in porto. Tende a inviare VP al nemico anche se non ha mai danneggiato le navi in combattimento durante la battaglia.

    then you have to fix the bug instead of eliminating the function that creates it, if the developers think as you have reasoned the game will not go anywhere

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  2. 27 minuti fa, The PC Collector ha dichiarato:

    È velocissimo, forse non te ne sei nemmeno accorto? Se sei sicuro al 100% che non sia stato installato, prova a riavviare Steam.

    Nel gioco c'è ancora scritto 1.08.42i se ricordo bene, non 1.08.5, ho provato a ricaricare Steam but ancora niente, riproverò più tardi

  3. 1 hour ago, The PC Collector said:

    Sono praticamente d'accordo. Ma se dovessi scommettere, direi che l'intero sistema di "tensione" è semplicemente un segnaposto fino a quando la grande parte strategica del gioco (che in questo momento è solo ridotta all'osso, quindi il gioco è ragionevolmente giocabile) è finalmente a tutti gli effetti

    I hope so

  4. 4 hours ago, Tréville said:

    Il gioco potrebbe davvero fare un giro di aggiustamento e lucidatura di ciò che è già presente invece di inserire più funzionalità e contenuti su di esso.

    I totally agree, I much prefer an update that permanently fixes some aspects of the game instead of one that adds new features and things that may not work the best, clearly better yet both

  5. 2 hours ago, ZorinW said:

    L'ho ridotto allo 0% strutturale, quindi, qualunque cosa accada, ho dovuto infliggere 19.000 danni per affondarlo. Questo è il mio punto, è il 1890 e dovevo generare 19k danni per portare una torpediniera allo 0% strutturale. Un 1890 TB ha tecnologia ZERO su di esso. Tutto quello che puoi cambiare è trave, pescaggio e paratie e voglio sapere come questi DA SOLI sono in grado di portare una TB a 19k di salute.

    no, that torpedo boat could be destroyed even with less damage inflicted probably, it was enough that the hits inflicted were well placed; in fact a hit that inflicts fOR example 300 damage in an already damaged area of the ship does not actually take away 300 points from the life of the ship but less , being the hitted area already damaged and thus absorbing part of the damage

  6. 4 minutes ago, Skeksis said:

    Puoi copiare il progetto di refit, quindi costruirlo come nuovo.

    -----------------------

    Con l'armatura Citadel (post precedente), penso che aiuti a trasformare la penna intera in penna parziale, riducendo i danni di base. Probabilmente più efficace contro il danno base HE.

                     Il contatore aumenterebbe il tempo di miccia, ad es. il proiettile esplode oltre la cittadella, trasformando una penna parziale in una penna piena.

    Solo supposizioni, difficile da confermare. 

    unfortunately it doesn't let you build it even if you copy them (in version 1 of 1.06)

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  7. 27 minutes ago, Masonator said:

     As of today, these are your campaign expectations.  This isn't what I expect at all, and I strongly suspect that you'll be disappointed with the final product.  That simply isn't the type of game that GL has ever made before, and they've made absolutely no indications of a course change throughout the Dreadnoughts development cycle.  I strongly believe that the campaign(s) will be a (series of) linear storyline(s) set in a single theatre(s) and following a single officer's career, as in Age of Sail, because that's the developer's track record.

     I also don't see Dreadnoughts as a strategy game whatsoever.  It's an open-ended low-fidelity/"arcade" simulator with some action elements, and that's about it at present.  This'll most likely change with the release of the campaign, but see above - I still doubt it will be what you're looking for.  I don't know about you, but I play Ultimate Admiral and RTW for completely different reasons and in completely different moods.  It's more accurately a competitor to grand strategy games like EU4, HOI4, or Civ than UA:D, in my eyes.

     I also object to the idea of Age of Sail's campaign being "linear and scripted scenarios" - it's not, and that's not what I meant.  By "scripted scenarios", I meant there are predefined missions with goals and objectives, rather than just "sink all enemies", similar to the Naval Academy mission objectives.  While yes, it can be broadly described as "linear" in the sense that it has a story arc and forward progression, the Age of Sail campaign follows a branching path depending on your performance in each mission and their overall outcome, which has direct impacts on your fleet (losing expensive investments into ships and crews, gaining or losing territory, running out of money, gaining experience, etc).

     Basically, imagine a long, branching string of Naval Academy scenarios with a world map, XP system, tech trees, and a persistent fleet and budget.  That's the Age of Sail campaign, and what I strongly suspect the Dreadnoughts campaign will be.  If you're expecting a RTW2 killer or GTA V: Battleship Edition from the campaign, prepare for disappointment.

    During the war, your fleets will engage enemy forces stationed in the same sea region via the Battle Generator System. This system generates missions by evaluating several strategic factors, influenced by the composition of the fleet, the operational range of the ship and naval technologies. In those generated missions, which range from small convoys raids to large fleet actions, you can take part and directly control your ships against the enemy.

    This is written for the campaign missions ... I don't know if I understand what you mean because I use a translator, however it seems far from your idea of pre-established missions that you fight, and that their outcome (positive or negative) unlocks or no other battles which are also pre-established, in UAD from what I understand there will be this system that generates TOTALLY RANDOM and not pre-established missions.

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