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Dreadhawk177

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Landsmen

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  1. Yeah, task force actions definitely needs to keep getting fleshed out. Outside of relation changes and power projection, having my task forces directly around like 10 enemy ports seems to do absolutely nothing. Similarly, BBs shouldn't be the sole limiter for port raids and blockades based off of class alone. Who says I can't blockade with 20 heavy cruisers? Definitely can't wait for more player-steered options vs the current deploy-and-wait gameplay.
  2. On one hand, the tech board makes for a good compromise between historical accuracy and choice (being able to prioritize techs). On the other, there are some logical inconsistencies like you said. Kinda wish it was more of a tech _tree_ with more clear prereqs, estimates/costs, etc. That kind of system would open up the possibilities for people to minmax, while giving the devs some control of how much extra cost there is to do so. Tech could be even more finely controlled/customized than it is now. I think it would also make certain things less prone to obvious minmaxing. For example, It seems like a no-brainer to focus on engines up to steam turbines, as well as cruisers up to like 9k tons. Whereas it would be a waste to put it in hull design and other techs that give like -2% construction time and the like.
  3. I used to put a ton of turrets on the starboard side of the ships, and otherwise lopside the side turrets to get a higher firepower than normally allowed. Made for some _very_ ugly ships, but tactically I'd attack with the starboard side and consistently dominate the AI.
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