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UncleAi

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Posts posted by UncleAi

  1. You will never make everyone happy about flags and border line.

    A. Provide multiple choices. Let everyone choose what they like.

    B. Make it easy to modding.

    C. Make it ambiguous, don't show it. But this choice is nearly impossible for a strategy game like UAD. And players won't like a ship without flag.

    D. Choose one and stick to it. Be prepared for criticism and negative reviews on STEAM.

    • Thanks 1
  2. I think in diplomatic system should have:

    1. Declare war. If you don't have navy advantage or you want to declare war to a friendly country, you need to use Naval Prestige to persuade your government. 

    2. Improve relation. Use money to improve relation to another county. Eventually can make ally.

    3. Port access. You can use their port to resupply or fix.

    4. Tech communication. Accelerate your research or even buy tech.

    5. Spy. Get intel like design or deployment. Steal tech.

    6. Insult. Worsen your relation.

    7. Peace agreement. Except current province, ship and money term. We need a 3 or 5 year armistice. Who break it will face severe prestige and unrest cost.

  3. Issues I have met:

    1. Doomstack still exists sometimes. 

    2. Fuel problem in the battle. In real world there will be ally port or tanker in the fleet.

    3. Tension system still weird. Even normal deployment can cause -10 relation every turn. And it become war-tension-war cycle. We need more active diplomatic system like HOI, not RTW. 

    4. Need closer starting distance. Really hate play the "smoke on West" "smoke on North-West" for 10 min. My Semi Dreadnought can only spot enemy 6 km away🙄 

    5. Hope in the future we can build port defence and manually increase port capacity.

  4. Flaws

    At that age they don't have ISO or CAD. Every ship in same "class" will have slight difference. Some because different manufacturers. Some because improvement from previous ship(different batch). Some because special design (like the No.1 ship is designed as fleet ship so it will has extra room for commanding). Ships in same class might have 1 or even 2 knots speed difference in test. 

     But as a game, please don't against players. Flaws can be a very annoying feature. My suggestion is make it optional. And provide enough methods to overcome it(tech, extra cost, extra construction time etc.).

    • Like 2
  5. 786df2198618367ab5fd8b6c22738bd4b21ce5cc.jpg

    A. Flat deck

    B. Forecastle

    C. Long Forecastle

    D. Bridge 

    E. Long Bridge 

    F. Aftercastle

    G. Forecastle and Aftercastle

    "Long" means the part is longer than 1/3 of the total length.

    Forecastle is designed to reduce deck wetness and gain extra room. 

    The 52% offset is still ridiculous. Long Forecastle is a widely used hull type. And in real world those warships are not such an unstable platform.

    • Like 6
  6. It is a very complex question. Usually one thick plate is better than multiple thinner plate equal total thickness, but multiple thinner plate with good calculation and design can also have good defence. It called spaced armour.

    In real world, armour above the main armour deck can : 1. Detonate the aerial bomb 2. Prevent fragment 3. Damage or destroy the AP cap. 

    Scharnhorst and Bismarck is the typical spaced armour. A 1.97 inch armour above the main armour deck. Their calculation is that it equals 6 inch normal design.

    Higher the main armour deck, bigger defensed volume. But the cost is stability.(KGV)

    Lower main armour deck can save weight, but the cost is survivability.(Richelieu and Nelson)

    But in the game we don't have air attack, and I don't think there is fragment and cap peel. So just make a thick plate.

     

    preview

     

    preview

    preview

    File:KGV Tirpitz armour and underwater protection.png - Wikimedia Commons

    • Like 1
  7. 9 hours ago, AdmiralKirk said:

    I think the economy issue that makes this possible for the AI applies to the player too, especially if you build mediocre ships and don’t max out crew/transports/research (as most of us do). If everybody had considerably less money or monthly costs for construction, repair, and maintenance were a lot higher, such a fleet would cause the AI to bankrupt itself. As it is there’s practically nothing stopping me from building absurd numbers of even the biggest ships. 

    Not to mention in my experience with 1.08 each of those 260+ CLs can tank more shells than Warspite…

    One other suggestion for (possibly) fixing this problem and imposing an interesting constraint on the strategy layer is to limit the number of ships you can actually build of a particular size range. Currently you have a maximum size allowed and unlimited slipways and drydocks within that size; if I can build up to 100,000 tons, then *everything* I build can be that size, with budget being the only constraint. But in real life there are physical limits on what individual yards can build, which require new construction or structural changes to increase. So it would be both realistic and interesting to break down your construction capacity in terms of individual yards—maybe even localized to particular ports!—so that you could have, say, five really big yards capable of producing or repairing a BB, ten big enough to build cruisers, and twenty only big enough to build DDs (all these limited by length or tonnage or both). This might be implemented by overhauling the Ship Design screen with an overview of what’s being constructed, which slipways are in use/available, and which designs you’ve made.

    Yeah I support this idea but I think this should be in long term update.

    The limitation of enough big shipyard is real in history. Like I have two 35,000 ton shipyard in Kiel, I can build two BB at the same time. By this we can also control where the ship spawn. And I think ship under 10,000 do not have this limit.

    But I am afraid add new system will just make more chaos. This need a lot number balancing and AI balancing. The current priority I think is doomstack and spotting.

  8. It is disgusting that I have to spend 10-15 minutes to the "smoke on West" "smoke on Northwest" "smoke on Southwest". It has been such a long-existing request and you still won't make 10x and 30x always available. If AI fleet is retreating and my fleet is faster, start the battle at my main gun range.

    My modern DN can only spot enemy DD at 5.6km. Meanwhile many parts like radar and radio has ridiculous weight. If you want some "balance", you should balance by cost and tech, not a "25% tower weight". 

    • Like 1
  9. Obviously there will be SS, probably like RTW.  Small/Medium/Long range. They can attack merchant ships and capital ships without good escort.

    Carriers, probably not. It will severely change the rule of war and it is not the game's name. But I do hope there will be observation floatplane. They can scout enemy and directing battleship fire. I think a alternative way for CV is like SS in RTW. Ships has an anti-air capacity number based on their weapon, radar, and training. CV have an air superiority number based on  their fighter number, quality and pilot exp; a ship attack number based on their dive and torpedo bomber. No real CV or shipboard aircraft model.

    The main usage of CL and DD is: 1. Scout 2. Torpedo attack 3. Stop enemy torpedo attack 4. Anti submarine 5. Anti air. But now without SS and CV many small ships and small calibre weapons are not that useful.

    Merchant ships is used by civilian and peace time. Even in WW2 most merchant ships is just 8-12 kn. Only very modern merchant ships can reach 15-18 kn. Only a few cruise liner can reach 20+ kn. And a fleet's speed is decided by the slowest ship. Japanese Navy invested several high speed liner designed to be converted to an aircraft carrier in the event of war. (Izumo Maru to Hiyo; Kashiwara Maru to Junyo). It is unrealistic to make all your merchant ships to high speed. But it is possible to add some small calibre weapons (4 inch) on the deck.

  10. In long-term future I hope there will be:

    1. Submarine and ASW warfare like RTW. DD and CL can have a ASW Equip part.

    2. Designated Research. If I want to research 16 inch gun, they will research it, not some other calibre.

    3. Port construction, coastal defence, islands and terrain.

    4. Night fight, illuminating projectile and searchlight.

    5. Maintenance and supply. Vessel age and long time deploy will affect performance.

    All these are just far far matter. Won't achieve in a year or two.

    Recent update just added contents that neither player nor AI are good at. Many numbers like pitch and roll are absurd. Make the game more boring and annoying. and without save edit player can't fix problems by themselves.

     

  11. 1. 5x 10x 30x should be always enable.

    2. Bring back savedata edit. Many problems like shipyard size or GDP or research speed can be easily solved. 

    3. Many parts like radar and radio has ridiculous weight. If you want some "balance", you should balance by cost and tech. 

    4. Create a Tactical Map like Jane's Fleet Command or Company of Heroes.  If we spotted some smoke, mark it on the Tactical Map, not just a "Northeast".

    5. More active diplomacy like player can spend money to improve relation or insult to worsen the relation. The more prestige I have, the more influence I have on diplomacy. Event is too random.

    6. AI need to learn how to build proper warship. Can't we give AI some templates? We can have a campaign option "AI Design: Template/Randomized".

    • Like 1
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