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LeGouzy

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Landsmen

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  1. I suggest making ships progressively less expensive and less flawed when many of the same model are built. This would reflect real life scale economies and gain of experience. It would also be really nice to be able to choose which caliber of guns we want to improve through research.
  2. Foggy night battle. See anything ? Me neither. It might be historically accurate, but it's also a bit boring. I suggest adding searchlight beams. That would make some cool eye candy !
  3. I post bug reports when I see wrong french translations. I point what's wrong and propose better texts. Is it useful or should I stop ?
  4. About gun research, I suggest 2 tech trees branches : A- One which unlocks new calibers, bigger and bigger. B- One which improves one (and only ONE) of the calibers you already "own" For example, if you unlocked 10inch guns with tech tree A, you can select this caliber in tech tree B and get progressively better and better 10 inchers (including the possibility to make them longer and longer, and more options to make them larger OR smaller). This way, when you unlock a new caliber, you can't immediately make it ultra-powerful, and you have to choose the right moment to start evolving a brand new caliber.
  5. Playing the campaign, I got a few ideas : - It would be nice, if you win a battle (when the enemy goes in full retreat mode), to be able to get back the ships that surrendered during said battle. And their crews. It couls also be nice to have a "surrender" button that you could press when a ship is obviously doomed, to maybe have a chance to save it if you finally win the battle. - When scraping old boats, it could be interesting to sell them to allied or neutral countries. It would make a bit of cash, maybe improve relations, and you couls see these designs again when a combined mission pops up. It couls also be a way to instantly get more ships (alas ancient ones) if AI countries also sell their surplus.
  6. It might be a valid concern, but this variety also ensures the replayability of the game as it allows A TON of different designs to exist. I think most complexity problems can be mitigated with : 1 - very clear info panels on what changes what (and I mean VERY clear) 2 - A progressive tutorial
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