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The PC Collector

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Everything posted by The PC Collector

  1. I still think that would imbalance the game, and make for example Austria Hungary, which has little shore available, unplayable. But, as I said, as long as it is a difficulty option and not enforced, I find it very interesting. In fact, I think that would be a very good way to implement difficulty, rather than giving the AI nearly unlimited funds as it works right now. In fact, this option could give you an interesting option, the chance to play as an underdog while playing Great Britain, for example. This could be implemented featuring different options: Historical, Equal, and different percentages of disadvantage if you want a really hardcore start. Historical: Countries have industry according to what they were (setting a minimum to ensure Austria-Hungary, Russia or Spain are playable) Equal: All mayor countries start with the same industry power. Disadvantage: you can set which percentage of output you have compared to the rest.
  2. Not exactly feedback from this patch, but I feel that the "semi armoured cruiser" hulls should be revised. No matter how much I look at them, their options for weaponry placement are so poor that I fail to see why would anyone use that hull instead of the other ones. One possible solution for that hull could be allowing main caliber guns in the twin casemate mounts (the ones highlighted) That would not only make that hull competitive, but will also solve a problem I have detected: So far I haven't found any hull that allows casemate main guns, something that was not unheard of in Armoured cruisers, and fairly common in protected cruisers (The USS Charleston, which indeed has a versy similar shape, comes to mind)
  3. As a difficulty option, would be interesting. As a core feature, it would make any country besides Great Britain and maybe the US pretty much unplayable, as playing any other nation would mean that you will be insta and perma blockaded the second you get into a war against one of them, and you have no hope of winning that war, since unlike in reality, the tech system doesn't allow to have significant tech advantages that could counter their numbers.
  4. 1- Instead of offering the name in the current fashion, use the historic navy prefixes with the type of ship displayed in a secondary way, or using symbols like World of Warships/War Thunder does. For example: BB Dreadnought -> HMS Dreadnought (BB) CA Blücher -> SMS Blücher (CA) And so on. 2- Add subclasses for the current ship classes. Currently most ship classes comprise several different kinds of ships. For example, batlecruisers right now comprise also fast battleships and large cruisers (CB). Heavy cruisers comprise also Armoured cruisers, which conceptually are closer to battleships and battlecruisers than to heavy cruisers. And Light cruisers comprise also protected cruisers. This make fleet organisation difficult, since you can't easily organise if you have different kind of ships within the same ship class. For example, in the late campaigns I've still found useful to have heavy cruisers built under the older armoured cruiser concept (and the game allows it) and that actual light cruisers (with next to no armour) aren't really usable due to the AI tendence to slap as many light guns as it can on their designs. So, basically, my proposal here is to split the current classes in the following subclasses: BC: Although it comprises three kind of different classes, they fit more or less the same role, so not a real change is needed, specially since there is difficult to say where the fast battleship ends, and where the battlecruiser starts. But there could be a differentiation between Battlecruisers and large cruisers, either depending of the hull used, or with a threshold taking the gun caliber used in account, since large cruisers used smaller guns than battlecruisers. CA: Split them between Armoured cruisers and Heavy cruisers taking in account the gun calliber and the armour: cruisers equipping guns heavier than 9 inches or having more than a certain armour thickness (depeding on the era) should be classified as armoured cruisers. CL: Split them between Light cruisers and protected cruisers depending on the armour.
  5. I've noticed that if you close the game, and then resume the campaign, the crew pool resets. You should take a look at that.
  6. If you're going to make the campaign long already, you should take in account the need for the docks to grow as the tonnages do. If not, later dates are going to be... interesting to play.
  7. 1- Crew should stop manning stations/parts of the ship that reallistically would cost them their life. 2- There should be an option to make the crew abandon the ship when it reaches a certain threshold on either bouyancy or structure (minimum should be around 15-20%). This would make the survival of ships (specially small ones) much more reallistic, and would open the chance to preserve part of the crew when the ship is lost: The higer the threshold set, the more crewmembers can be saved. Also, this could open the door for a mechanic to tow and capture abandoned ships after battles.
  8. It was widely requested because given the nature of the game, even for Early Access standards, the game can't be considered functional without this. I can't wait to have this making the game finally functional!
  9. Oooh, so the campaign will be actually playable soon? Wondeful! I can't wait!
  10. I agree. Other than a bit of performance optimisation (the system requirements are way too high for what the game is) the visuals are okay. So it should be low priority.
  11. 1- Campaign suggestion: An start option to limit all torpedo launchers/deck torpedo launchers to Torpedo Boats and destroyers. Campaigns after 1910 are reduced to who can dodge torpedoes better, and thus become really dull and boring. 2- Completely rework the visibility system and get rid of the WoWs "ships appear out of thin air" system. The current one is unreallistic, higly exploitable and frustrating. 3- Hydros, radio, ragefinders and such need to have a fixed weight. The current % of tower weight makkes them absurdly heavy, specially on heavy ships. 4- Weights need to be revised in general. With the current systems, creating 1920s light cruisers of reallistic tonnages (around 6000 tonnes) is nigh impossible, unless you give them absolutely no protection. 5- An option for a test sail in the designer in campaign. Currently, there are design flaws (like reduced arcs of fire that aren't detected by the game designer) that would be reallistically detected in trials during the design process and which in game can only be descovered in battle.
  12. Better have the changing flags as an option. To be honest, I'd rather have the incorrect flag than either the II republic one (which would be correct from 1931 to 1936) ot the one representing the francoist dictatorship from 1939 onwards. Also, since the nation is labeled as "Spanish Empire, the pre 1931 is the most correct one.
  13. Something I noticed in custom battles, and is not exactly a suggestion, but feedback. But since I don't know where else to post it, I'll leave it here. This is the right flag for Spain in most of the era the game happens in: The one currently featured in the game wasn't a thing until 1981. The flag is actually displayed right in the country selection, but the ships show the modern one, which won't be accurate for ships in that era. As it can be seen, the flag displayed in the ships is not the right one.
  14. At least we agree that it is something needed in the game. That "torpedo gunboat" concept has a completely different name in Spanish (and to be fair I didn't knew how to translate it), but is good to know it for future submissions. However, about the origin of the name... the only thing we are going to agree is that we disagree, so I'll politely suggest that we drop that topic.
  15. If you want that we have this dicussion in every thread fine by me. Most sources you can check consider Destructor to be the first ship that can be considered a destroyer. And even if not, her displacement is twice as the TBs in that era, so it is still a disticntive hull (hence why I said "large torpedo boat" as an option)
  16. 1- Priority tech needs to be fixed. A 50% bonus bonus at the cost of a 50% penalty in everything else is not operative and unreallistic. Given the amount of tech fields, diverting the resources to increase one by 50% would reallistically have a negligible impact on the rest. And, even if not, the way it is designed simpy makes the system worthless. No sane person would take a 50% penalty in EVERYTHING to get a measly 50% bonus on the priority tech. Penalties should be around 5% for each one at most. Maybe, make them increase for each tech. Like, 5% for the first, 12% for two, and 20% for three, for a total of 20% penalty if all three priorities are used. And penalties for other techs prioritised when using more than one should be removed. 2- QoL improvement for the Ship Design window: Add a second tab on it for obsolete/decomissioned designs, and add a "mark as obsolete/Decomission design" button on the main tab. This way you can keep at hand only the designs you are going to use. That is already a problem in the current, short campaigns, in the long ones this will be a must. Then, in the Obsolete/Decommisioned designs, you should have an option to make the design active again, or to delete it definitively (useful for failed designs) 3- QoL improvement for the battle overview: Add the class of the participating ships, at least for your own ships. Useful when you have more than a class of the same kind of ship. 4- QoL improvement for the ship designer: Add a "generate name" button in the design tool, to choose another name of the list, instead of the one chosen automatically. 5- Add Ironclad battleships/cruisers/frigates to the campaign. Since all metal ships were introduced in the mid/late 1880s, reallistically by 1890 a significant part of the fleets, if not most, would still be Ironclad era ships. Also, this would give more variety to the 1890 start. Right now, the only reason to not use auto generated fleet on the 1890 start is how shitty the algorythm for auto creation is, because you have absolutely no options. 6- A lot of calibers widely used like are missing. Making the gun sizes scale by half inches rather than full inches would solve most of this. 7- Early destroyer/large torpedo boat hull for Spain in 1890 start. 8- Spain needs a early battleship similar to the french ones, as their early battleships, which were among the first proper all metal battleships, were based off french ironclad battleship desings, and thus would look similar. 9- French Ironclad hulls need to be fixed, as they allow rear superfiring turrets much earlier than it should. 10- Implement some sort of primitive peace mechanism that allows the campaign to continue in the case of peace/revolution. Simply keep the turns running, but without battles, and make the war start again after a certain number of turns (a random between 20 and 40, for example) 11- Ships need to be able to be assigned to more specific roles. That would give low caliber gunboat cruisers and other kind of specifically designed ships a place in the game.
  17. To be honest, I think this problem could be solved, at least temporarily until the algorythm for the auto build is fixed, giving the AI pre-made templates. Won't be the optimal solution, but would make the game experience better while the auto build is tweaked. As a more long term solution the AI could be given more strict lower and upper limits to their shipbuilding regarding speed, armour and guns depending on the kind of ship and era.
  18. The campaign is seriously broken right now. No matter how much enemy ships you sink, they seem to have endless funds and ships, so you always end blockaded because their ship output is unlimited. This needs to be taken care of.
  19. I've noticed a historical inconsistence, at least in te custom battles builder: triple gun turrets aren't available for battleships as late as 1915, depite several early 1910s battleships being equipped with them (Dante Alighieri, Tegethoff/Viribus Unitis and Gangut, all launched around 1912-1913 come to mind) Also, I have noticed significant difficulty to create battleships with diamond arranged guns with the early dreadnought hulls, due to the combination of hulls/towers available. That should be revised, since the diamond arrangement in particular and the echelon guns in general were very common in first and second gen dreadnoughts.
  20. 1- QoL improvement for the Ship Design window: Add a second tab on it for obsolete/decomissioned designs, and add a "mark as obsolete/Decomission design" button on the main tab. This way you can keep at hand only the designs you are going to use. That is already a problem in the current, short campaigns, in the long ones this will be a must. Then, in the Obsolete/Decommisioned designs, you should have an option to make the design active again, or to delete it definitively (useful for failed designs) 2- QoL improvement for the battle overview: Add the class of the participating ships, at least for your own ships. Useful when you have more than a class of the same kind of ship. 3- QoL improvement for the ship designer: Add a "generate name" button in the design tool, to choose another name of the list, instead of the one shosen automatically.
  21. Main turrets clip trough towers, effectively having a 360º turn. That needs to be fixed asap. This is not properly a bug, but needs to be fixed: Priority research is very poorly designed. You can only use one of them. If you use all three, you only get negigible inprovements in the researchs you select, at the cost of making the rest of the researchs double (or more) their times. Even if you use only one, the penalties you get to the rest are much bigger than the benefit you get, thus making the whole system hardly worth.
  22. 1- Add Ironclad battleships/cruisers/frigates to the campaign. Since all metal ships were introduced in the mid/late 1880s, reallistically by 1890 a significant part of the fleets, if not most, would still be Ironclad era ships 2- A lot of calibers widely used like are missing. Making the gun sizes scale by half inches rather than full inches would solve most of this. 3- Spain should be able to build destroyers from the start, since their first destroyer (the Destructor, which would end naming the whole ship type) was launched in 1887.
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