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Stormnet

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Everything posted by Stormnet

  1. Yes, that will come in the first core patch. I am actually far more excited for the ability to save deisgns than for the campaign. Its a freaking vehicle building game. This should have been in the game as soon as it was possible.
  2. To be honest, my " Was this topic forgotten? I would love to see more crap AI designs..." was really to revive this thread.
  3. Also included with poor barbette placement, and horrendous aft weight.
  4. Was this topic forgotten? I would love to see more crap AI designs...
  5. This might sound a bad idea, but I thought, if we ever get actuall shell physics simulations, having a system where the computer creates a firing solution, not based on a aimbot "will it hit" arc, but based on data it receives, like ship speed, position, trajectory, size, etc. Once fired, the physics engine determines the shell trajectory, without any influence after that by the aiming computer. One way to not turn it into a aimbot, would be to limit the accuracy of the data received by the computer to calculate the firing angle. If the ships are far away, or in a stormy day, at exactly X 30,58974 and Y 67,31223, then give the computer the coordinates of X 30,589 and Y 67,312 and tell it its only an aproximation with an uncertainty of 0.001 (egg innacuracy of 100 meters) (the aproximations should be somewhat random, sometimes the data fed might be above the real parameters, sometimes lower, so the computer doesnt simply fire in the middle). The computer must then calculate a trajectory, and since its dealing with innacurate data, it will try to randomize the shots a little (but never outside of the aproximate target location). Factors that affect accuracy would make the firing data less accurate, and so undermine the computer's ability to aim. The computer would always try its best, but would rely on some sort of bad parameters. This likely is a flawed system, but I just wanted to share the idea.
  6. If you want to share a legend or learn more details about this read the indications and share here: 1. The Three Brothers: The legend of the three brothers is a known one that any proper Admiral should known. Their story started when Poseidon itself became impressed by the heavy cruiser USS Baltimore. Never he thought mortals could create such powerfull ship in such a small size. Some even claim he had a love interest with the ship. However, unable to ever have an affair with a ship, as such act would have been considered ridicoulous and insane, he instead gave a gift. The cruiser class following Baltimore would be unriveled by any other ship on the sea. The following cruiser class, of 3 ships, would be the fastest, most armored, most advanced, and the best armed CAs to ever exist. They were assigned to serve and escort a massive battleship. Once ships began to go after their lord, the three brother ships, Heychmess, Dreid and Neught, showed the mortal ships their power. Battlecruisers, destroyers and battleships that arrived to proove their might against the lord didn't stood a chance against the CAs, who sank all of them, while comming out of the fight unscaded. It seemed their would never fail their mission, as no ship of fleet could face them. Arrogance, thought, began to settle in as the continous victories made the brothers overconfident. When they saw a pair of pathetic DDs breaking off, they left the enemy BC and chased after them, sending them to the bottom of the sea. Their acts quickly prooved to be a horrendous mistake, as when they returned, the lord they served and swore to protect had been destroyed in a blaze by the BC they had neglected. Ashamed of failing their mission, the semi-god ships aknowledged defeat to the winner, and retreated throught the mist to never be seen again. There are sailors saying they saw the ships roaming the sea with no destination. A few believe the brothers eventually returned to seek redemption, but the war had ended. Instead, they asked their creator, Poseidon, to turn them into new warships every new era, and went into hiding. They are still laying low, disguised as mortal ships, but when war returns, the three brothers will at last reveal their might once again. 2 - The Lightning Ironclad: Coming soon When i bother to do so
  7. 21 knot ironclad monitor of the 1860s? Holy ship, that is made by a god for sure.
  8. During a brief discussion on how stupidly hard the Proove Your Might mission is, I mentioned the 3 Heavy Cruisers that escort the BB must be semi-god ships at the very least, as their armor, firepower, tech, and speed surpass those of mere mortal ships that fit in that displacement. I put the possibility that they result of a affair between Poseidon and USS Baltimore, birthing these deity-like CAs. This was a ofc a joke, but I thought about trying to expand this to a list of god-like ships, so if you know of a unbelievably/insanely powerful ship(s) in this game please be free to share it so we can make a list. The main purpose is to know what mission those ships are and what are they (class and type) (if the ships are randomly generated, try to get a screenshot of it and the specs please). The rest is optional and can be made up (thought try to make them sound sorta of mighty to fit legend and mythology like stories): 1. Make up/say their names. 2. What originated them (try to include mythology references to sound cool). 3. Make a legend about those ships what happened after they were created and give it a title. This where the stories and legends are:
  9. To be honest, I think we are somewhat spoiled right now. We spent(d) nearly the entire academy mission building BBs bigger than Bismark. It will be a punch in the stomach once we realise we can't just make a big BB every ocasion.
  10. I think there might be a way to sorta off satisfy the ultra super hyper dreadnoughts battleship guys while keeping the game somewhat historically realistic. A few days ago I stumbled into this sextuple turret threat. Ridicoulous of course. We didnt even had quintuple turrets, sextuple turrets are out of question! But then someone in the comment section posted this: He proposes the stupidly big or ridicoulous hull/turret/gun/casemate/anything designs that never actually existed outside of papers to exist in the game as secret unlockables, easter eggs. In other words, like a cheat code. This way, the fantasy ship people could play the game to search for these secrets and have them like a cheat code, while realistic people could have a realistic-like experience. On a normal campaign, anything bigger than a A-150 or a H-39 should be locked by default. (Lets leave these ones in the vanilla campaign as the H-39 was partially built, and the A-150 was seriously thought about and planned. Also leave plans for equally big or smaller classes by other nations as a balancing factor) But maybe by beating the campaign or beating secret encounters in the game, a hidden boss battle where they fight a massive warship, players could unlock the cheat to get the sextuple turret they want, or the 130k ton displacement ship they wish for. In my opinion this would balance fantasy and realism, but its just my opinion. What do you think?
  11. Im starting to think that there should be deities in this game. The 3 escort CA's are clearly superior to any mortal ship of their class. Each of them is at least semi-god ship. Powerfull, well armored, fast, advanced. Maybe they were built by god itself? Or maybe Poseidon had sexual relations with a Heavy Cruiser and that led to the birth these deity like ships? I need to make a full thread about this idea.
  12. It isnt just you who despises it. It is easly the worst mission in the game. I even made a list of all the dificulty factors it employs: 1. BC vs BB scenario That will require some knowledge, but still perfectly beatable. 2. The BB isnt just a normal battleship, its a well equipped, well armored monster super-battleship. Its going to be hard. But you might still be able to win, with the right design and tactics. 3. It has also a escort of 3 heavy cruisers This is starting to sound ridicoulous. 4. The heavy cruisers arent even normal heavy cruisers. They are more like large cruisers, a cruiser bigger than a CA but smaller (controversial) than a BC. Okay, somebody is clearly exagerating on the dificulty. 5. The CAs have top grade tech, protection, and maneuvrability. Their equipment apears to be too top-notch to fit their displacement. They clearly have bonuses and advantages going on. This is insane. Not only the enemy outnumbers you and outguns you, they also have ships that shouldn't be possible to build in the first place. 6. Your BC isn't even that powerfull. If you go for thick armor to stand a chance, your weapons become too weak to do damage to the enemy. If you get big guns, you get low armor and innacuracy. The only way to stand a good to even stand a chance of beating this scenario would be to fight with a massive ship. But you just get an average BC. A wreck at the bottom of the sea you shall be. But I'm being unfair right? The mission gives you allied ships right? Lets see the allied "ships" the game gives you. 1. Two small destroyers that spawn next to you. Seriously? 2 tiny destroyers are gonna help you? Even if you had 4 times as much of those they woudn't do much. The BB has torp. protection V, so the only purpose for a destroyer is to draw the CAs death gods away. 2. A bunch of transports to defend. Enought said. 3. A slow, weak BB that spawns 80 km away. This one is as useless as the DDs. First it is already weaker than your BC, with a pathetic firepower of 12" cannons. Not only is it weak, but its slow with 24 knots and spawns 80 km away. If you somehow survived the (very, very, very,) long time it takes it to arrive... it would do nothing and would share the sea floor with your BC and the DDs. Whoever coded and tested this mission was high on Picric Acid (aka Lyddite) at the very least. How to fix it? Several ways: 1 Just get rid of the CAs 2 Nerf the enemy 3 Buff your ship 4 Give you more allies 5 Do anything that makes the mission easier
  13. Are you tired of wondering why your designs fail in battle? Are you tired of building crap ships that make the AI laught? You need game community to teach you how to become a better designer! Do you want to join a community who will tell you every building trick in the book in UAD? A community who tells you what is wrong, how to fix it, and more? A community that has special easy to learn procedures to classify ships? A community that has found a way to (visually) save designs even with the current state of the game? A community that also helps you to try and make the best ships out of crap ideas (like a multicalliber 1940 battleship)? If so, I'd advise you to join The League of Extraordinary Naval Designers (aka LEND). At LEND we strive to lend a hand to naval designers and commanders who want to make the best out of everything, no matter how good or bad the idea might sound. We refit ships and can turn something really ****** into something that is at least meh. We dont cry something is broken. WE DEAL WITH IT. We also talk about other naval games and historical events. JOIN LEND NOW https://discord.gg/UjJxMVkb
  14. Alright, then there is a sistematic problem with RNG. The best solution would be, ofc, to simulate shell physics and damage and ditch RNG altogheder. But since we are not getting a system like that anytime soon, we'll have to content with the devs patching and balancing it for now.
  15. He isnt really referring to the armor penetration. He was however talking about the accuracy RNG. How a outnumbered, weaker, severely damaged, crippled battleship was able to somehow fight back and getting straight hits, destroying 2 stronger battleships. Well, to be honest and realistic, situations like that can perfectly happen with RNG. Its possible, even if you have double the hit chance, to completely fail all hits while the enemy with half the percentage to hit never misses. A usually very rare situation, but possible with the nature of RNG. Having a 1 in 10 hit chance doesnt mean every 1 in 10 shells will hit. It means ON AVERAGE 1 in 10 shells will hit. Having a 0.000001% chance can still mean a succesfull hit, while 99.999999% can still mean a missed shot. Until we get actual simulated shell physics or the RNG model replaced, stuff like this can happen. Now, what you should wonder is how often it happens. Althought with RNG, it is still possible to play the game for hours, days, or even years and never in a single time get a hit. But that would be ridicoulously and stupidly unlikely, in par with shuffling a deck of cards and getting the exact same order. If it happens that often THEN it should be looked into. How often do you have an issue like that, per each 20 battles (lets say)? (I'm not implying that you are exagerating or something, but one situation cannot serve as evidence alone.)
  16. I would love a multiplayer mode for sure. But I seriously doubt we would ever have one. Multiplayer isnt easy to add to a game, so you usually need to lay the foundations of said game based on it. Incorporating said mode after much of the core essentials of the game are sorta of coded it becomes very hard to add said mode. It is possible, but since the foundations werent made to acomodate the mode, it often requires rewriting them and doing so while also keeping the rest of the game working takes a lot of time. Among Us devs took months to add a online multiplayer to a game that has simplistic gameplay and had shipped already with a Lan multiplayer component. So, do I support it? Yes!!! Is it gonna happen? Pretty sure no. Not in the near future. And still unlikely in the far future.
  17. I personally think that DLC's, like CptBarney said, should be (real) expansions that add a lot of new mecanics. Little things dont really deserve a DLC, and surely I don't want stuff that should be in the base game to be cut off. Anything in the roadmap right now is to be part of the base game. Also, the devs should pursue this only if this stuff takes quite some work, enought for it to not be a simple update to the base game. DLC should be made to noticebly improve a game, not to just and solely make more money (we all know what happens when devs make DLCs only for the money). As said above, carriers and airplanes could potentially serve as an expansion, as they would introduce a lot of new mechanics that the base game can't provide. Completely new time periods (like the Ironclad "era") that make use of much diferent ships that (althought the engine supports them) employ diferent technologies and designs, that would need to change a little the way the game works, so I wouldn't mind I disagree thought with new hulls for current time periods. They wouldn't employ diferent mechanics than those that are already present In-game to make them worth it, so I don't think they are worth a DLC, just add them in updates. To the South America Arms Race I have mixed feelings. While there was a real arms race in the region, with diferent nations trying to gain the upper hand, aparently the vast majority of vessels was bought to and made in european shipyards, so they are essentially very similar in design philosophy as current european ships. So, besides a new map and more flags, there isnt much to add. This is my opinion ofc. Feel free to disagree or agree with me and tell me why.
  18. Yeah, 5" and 6" become more than useless on 1930 and onwards ships. They arent neither usefull against destroyers (on large ships you use heavier secondary guns, on lighter cruisers and destroyers you use their main guns), or on destroyers.
  19. There is some laughable stuff here, so I dont think mine are that impressive. But I think they can at least make you grin. My post needs a dosage of french pre-dreanoughts. Pre-dreanoughts are already known to be bulky ships, but the french toned them to 11. They essentially took the designs from ironclads, broadside frigates, predreanoughts, and literal bunker pillboxes, blended them togheder to come up with something that somehow floats, and called it a day: (Ordered by increasing ridicoulousness and size) The Masséna (thick) https://en.wikipedia.org/wiki/French_battleship_Masséna The Charles Martel (thicker) https://en.wikipedia.org/wiki/French_battleship_Charles_Martel The Carnot (thickest) https://en.wikipedia.org/wiki/French_battleship_Carnot These things are so thick that they can even rival your mama: Now, moving on, we all know good ol' HMS Dreadnought. You know, the ship that revolutionized battleship design and naval combat? https://en.m.wikipedia.org/wiki/HMS_Dreadnought_(1906) While you might know HMS Dreadnought, you might not know HMS Dreadnought: https://en.wikipedia.org/wiki/HMS_Dreadnought_(1875) Which, besides being quite memable: "- Mom, I want a HMS Dreadnought. - We already have a HMS Dreadnought at home. The HMS Dreadnought at home:" ... also looks like a tug-boat on steroids straight from the Clown Car thread. I tried. Here's a pic of another HMS Dreadnought: https://en.m.wikipedia.org/wiki/HMS_Dreadnought_(1801) ... WTF?! There are at least 5 more HMS Dreadnoughts, besides 2 submarine classes and another 2 Dreadnought ships built in the 1500s. I give up. England churns out more Dreadnoughts than Russia churns Kalashnikovs.
  20. Yeah, I know that this stuff would never be built (look at the little text on the bottom). Its just that, even if these ships were never built (as whoever made them needed general relativity to calculate its physical properties), I'd like the idea for end-game campaign players to be able to field these enourmous beasts during war, even if just as propaganda fleets in being. Even if stuff like this didnt exist, to me it would be a shame if they were just a gimmics for a single custom battle/academy mission.
  21. I mean, I could add another layer of realism to the game But to be honest, adding failed torpedos would also mean that there should be dud shells. Personally I dont hate the idea, but I think would be frustrating to get a hit and a pen on a ship, only for the shell/torpedo to be a dud and do next to nothing. Players already deal with the Aiming/Hit RNG, the Pen RNG, and the Damage RNG (the last two not really that RNG, but still employ some level of randomness).
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