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Jyson

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  1. a few TB's or destroyers running past the enemy warships can usually find the TR before bigger ships taking any serious damage. Does not take long to sink the TR even with TB's
  2. I do agree that never researched tech should take longer, while tech that has been discovered/researched by other countries should be cheaper for each country that already has it. I also think we should have on top of priority research choices, non-priority research choices, so that we can keep research in tech that we have no interest in to a minimum, giving more tech 'points' to areas we do.
  3. Perhaps a solution for the gloat of ships is have the AI not build a type of ship if one of that type is already mothballed. Would at least reduce the number of mothballed ships IMO
  4. TB are worth their cost as two or three can cripple a BB, making it an easier target if not outright sink it. You just need to be willing to lose one or all of them, and must micro-manage so that they actually launch torps at a proper angle
  5. Either the AI needs to space their shipbuilding more to allow for crew to accrue, or all nations need to accrue crew faster
  6. Honestly, would be better if the lifeboats re-arranged themselves on the hull to give the guns room to turn. Having a min number of lifeboats needed may be interested in terms of shipbuilding, but would need to be able to move them around somehow.
  7. I think spotting of ships and torps should be dependent on the crews skill, or at least modify the chances of. I would also like if all ships (AI and player) can ( and actually follow the command) to avoid torps (in their vicinity), with the time to react based on skill, and be automatic with player override possible (for those kamikaze runs, 'Dam the torpedo's' and all that).
  8. once subs are in game, destroyers will be invaluable as they were made to actively hunt them
  9. will my ships that have torps set to safe still fire torps at horrendous angles, or will they launch for a 80-90 degree approach? And will we have the options for impact or magnetic detonators?
  10. I find a few fast torpedo boats help in finding and sinking transports
  11. It does seem to hurt their economy if you keep sinking their transports, same as if they keep sinking yours. And I usually try to send fast ships past their warships to spot and sink as many transports as possible before I kill off the warships. Now I admit destroying their economy is not very important currently as the campaign rarely lasts beyond 2+ years, but will be a crucial strategy once campaign goes 5+ years and can carry over peace time to next war.
  12. If we had to worry about re-arming ships after battles, the torp heavy ships would not be as effective IMO
  13. click on a port that you have ships at, will be an option to 'move' -> select spot on map -> select ships and done
  14. I had to start the game for the update to start downloading
  15. The lag loading new careers might just be due to the AI having to create new ships for all the factions. For a non-historical start, I can see having to build all the ships every new start; but if it's a historical start, the other factions ships should be some pre-made ships of the era. IMO that would at least reduce loading times for those that want to jump into a new campaign.
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