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MiWe

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Posts posted by MiWe

  1. In my opinion accuracy is King. If you can land hits, even partial pens, the damage instability on the target will ad up. 

    A devastating  Main deck pen can be a gamechanger. But getting  pummeled on the way in and hoping for a lucky 6% hit while your opponent has a consistent 20% Hit chance with longer ranged guns, your instabillity will ad up and your ships will get shredded. In campain Mode you could try this since you will be better at Research than the AI. So you could try plunging optimised Mk 4 guns while the AI trys to Hit you with mk2s....

    Just give it a try and share your results

  2. 20 hours ago, Skeksis said:

    Ports with shipyards and construction capacity.

    At the  moment every port can construct ships with unlimited capacity. I.e. deploy them anywhere into the campaign without consequence. The only governor is finances or the monthly balance.

    I was wondering if this should change to only selective ports to have shipyards and those shipyards to have a construction capacity limit and/or varying class ability.

    The results should be:

    • Adds a strategic layer where the player has to consider where they can build ships and there actual fleet assignment or movement thereafter.
    • Regulates capacity.
    • Adds important levels to ports, i.e. considering which ones to acquire, shipyard or not.
    • With varying class ability, only some ports can construct battleships, or only destroyers. As a limited resource.
    • When shipyards are at max construction capacity the player/nation has to build ships elsewhere or purchase dock space from allies or wait until there are some free space/docks.
    • When ships are completed, they then may have to travel through hostile waters to join fleets.

    Campaign-wise, there should be a limit on how nations deploy ships, especially with ports/shipyards acquired on the other side of the world.

    PS, but ports without shipyards should have better economic returns, better cargo shipping capacity, like trade ports, giving choices to the player or headaches!  

    I like the idea with limited slipways for bigger ships. If this can implemented for players and AI it would limit that massive AI construction spree in the early campaign start dates. No more 100+ cruisers for austria, two years into a 1900 campaign!

    • Like 4
  3. The research options in the academy missions are stamd alone bonuses for the one mission you have selected. If you play the same mission multiple times you choose the bonus for just that playtrough.

    If you select another mission you start at the baseline for that mission and select a bonus research for that playtrough

  4. Mission Timer!

    At the moment we got the coutdown timer to mission end and the eventlog counting up from mission start.

    I'd like a timer in sync with mission log to get some time reference, especially in bigger battles.

    For example

    16:33 CA..... detects torpedoes

    Doesnt help much if i dont know if it is now 16:36 and time to avoide or 16:48 and way to late to do any manouvering to avoide.

    I have to wait for another logged event to get a time reference.

     

     

  5. My two cents....

    Got into UA:D mid 2020 and i see the 50 bucks more like a kickstarter pledge. I like the game, i wanted to support the dev team in their work so i got the Limited Edition. On top of that i can influence the developement process via bug report or forum feedback.

    Sure, the game still has issues and a long developement process, but i know what the covid chaos did to my field of work.... and i work for an hydraulics manufacturer with 10k employees, not some small dev team.

    So far i enjoyed random battles and academy a lot and liked my first run at the campaign, KNOWING that it is a barebone mission generator atm.

    • Like 4
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