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Destraex

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Everything posted by Destraex

  1. Definitely interested. Have been following the other post with great interest. Thx. Destraex.
  2. Destraex

    Flags Flags Flags

    I don't mind as long as their is a cool down between being able to apply the same paint again. Otherwise particular paint schemes - especially ones that should be rare - will be very common.
  3. Destraex

    Flags Flags Flags

    Will we perhaps be able to hoist signal flags like the famous trafalgar message in this pack?
  4. This is my first look at the new port interface (with the in game 3D ship as the backdrop). I love the fact that you can drag windows around. That is a really handy feature. However it would be good if the ports buildings did not look so oversized and out of place compared to the ship from an immersion standpoint. The buildings are ok at a distance in the open world but very strange when you are zoomed right next to it. The wooden jetty is the same. Huge and not in scale with the ship. A wharf would be better. Would love to see some actual human elements to the port as well. Like men running around visualising your ship. Maintaining the paint and fixing the ship in general. You know. Something to indicate that you are not actually at sea anymore. But docked in a port. In general though I really love the concept for the port UI. The art work is top notch and really immersive on the card based interface parts. Lovely. A really great job in that respect!! The picture below is an example of a wharf and slips. Also smaller ships like frigates would be docked along the peer rather than at the end. Larger ships would commonly not come close at all unless they were refitting. They would send boats:
  5. Destraex

    Work in progress: Dreadnoughts

    Which version? The 16hr one? You know a sequel is coming right?
  6. Excellent stuff. Very glad that we are getting closer to release... I am hoping to spend a lot of time on this game when that release happens and wipes are off the table It's all looking very good from what I see. I login after each patch to check out what is going on. I own the two DLC ships ... Looking forward to trying them.
  7. Destraex

    Work in progress: Dreadnoughts

    In ww1 iirc warships launched aircraft as spotters. Seaplane carriers also operated to launch strikes at land targets such as zeppelin bases. Which brings me to zeppelins which may have sometimes used as spotters at sea iirc???? It also brings me to ww1 and before using flags and radio sets that were very unreliable and caused constant confusion. Will command and control be simulated? My opinion is that you could however fairly safely do up to the end of ww1 without aircraft. But ww2 would seem a little silly without aircraft. Especially since a significant part of a warships armament in late ww2 was Devoted to AA. This of course presents a problem. Because most games either do aircraft and not ships well or ships and not aircraft well. Why? Because aircraft carriers and land based airfields are really strategic assets that cover massive distances and therefore are really tricky to include because this distance challenge requires a whole new game module. Separate from the B.B. lines firing at each other. It means that aircraft would be launched from a strategy map and may even find the enemy during a shore support engagement or even a ship to ship engagement. World of warships of course does them poorly because they are launching aircraft from battleship main fun range. Missing the whole point of aircraft carriers. Although carriers did get caught in the open a few times as up in norway by German cruisers or as with that escort carrier in the pacific. Also bringing in Ww2 means bringing in submarines at least on the strategic map. Ww2 Atlantic is not as bad but ww2 pacific means turning the whole game into a carrier strategy game. Once both sides have carriers the game changes completely or risks looking silly like world of tanks... operating tanks in a vacuum like dodgem cars.
  8. Destraex

    Work in progress: Dreadnoughts

    Looking good. Very exciting. I just posted these updates in a wargaming group I post in. Because it seems this one may be closing on the business end of things.
  9. Is there a way to tether the compass to the spyglass? The camera resets the angle when I let shift go and I have no idea where I was looking?
  10. Destraex

    Patch 25: Open world user interface update.

    Loving this new patch. Have not played in a while and this patch is giving the game a great new feel. Love the map graphics as well. The tutorials I am especially enjoying. It does make a huge difference to the game to be able to know you have the basic skill set before proceeding out into the open world.
  11. Damn. Would have liked to test this one but did not get in. In time. Very nice looking ship. Very curious about how this sails. Must be completely and utterly different to the square riggers. Does it allow either square or triangular rigs to be deployed? Like the one in patick o'briens series.
  12. Destraex

    Work in progress: Dreadnoughts

    DeRuyter... I am getting older (over 40 now) and do prefer combat mission to steel division. However I play steel division a fair bit because the interface is better, the zooming and range tools are great and easy to use. But primarily because I can play with all of my friends (up to 10 per side). Combat Mission will no doubt never achieve this. It will remain a lonely game where 1 v 1 over email is the most common form of play. As for mare nostrum. I have played it and get really excited about ancient galley games. But found trireme commander to be more my style. Mare Nostrum did a number of things I did not like. It did not show boarding actions and had no real system to show them. Boarding actions were EXTREMELY important in the ancient era and mare nostrum was a simple dice roll vs marine strength factor. Also boarding happened from many sides and the game did not allow that iirc. Add to that the raking mechanic is random with no player control and mare nostrum becomes an exersize in futility. Add to this that the graphics do not really add much atmosphere to the game at all. They could be a lot more enjoyable to look at. Half the point of naval warfare games is to look at the beautiful ships. But what can you expect from such a niche. I think the problem with mare nostrum was that it basically follow a tabletop set of rules to the letter. Where a game like battletech did this and I could not stop playing it right through until the end of the story.
  13. Destraex

    Work in progress: Dreadnoughts

    Thanks Nick. I loved ultimate general but because of it's scope and that their was not enough detail for me. I did not play it much When Ultimate General Civil War came out I grabbed it in alpha and played it a fair bit due to the persistent elements. But I wanted a multiplayer element. Overall though the terrain and the fact their were really no micro elements kind of limited the longevity of the game. Don't get me wrong. They were great games but I think they needed better terrain, the terrain felt like a flat map on a dining table and a lot more for the human to do when it came to formations (depth of line etc) and tactics. But the civil war was fairly limited in that regard anyways. Ideally what you wanted WAS Steel Division (one of my favourite RTS games) in your era. Which means 10 player multiplayer with decks and as much action and historical authenticity as possible. Steel Division though, still falls down by way of being more about real time micro at the expense of other units you cannot look at and control on the other side of the field as they die. A very common RTS problem. WEGO such as in the combat mission games fixes this problem if you want a really huge scope. But when it comes to ship games, the problem of time becomes the opposite... i.e. you have more time than you need and can relax. I am looking forward to that in your new game. Another great realistic RTS I am looking forward too is close combat 3D bloody first.
  14. Destraex

    Work in progress: Dreadnoughts

    I would not say those games (Jutland and Steam&Iron) are too complex. Just that the interfaces\GUI have not made the games intuitive or accessible, the interface makes sense to the developer but is not obvious to the player. Which means it is very frustrating for the player even though all the right ingredients are there. Combine this with the fact that Jutland especially could just play itself with no player input. Because the player generally does not need to do much really. You then are left with what is basically an computer game pretending to be a movie of history rather than a game. Just without the drama a movie would have. You do not get to know what is going on because their is no good interface feedback and so everything seems random. Still they are good games when I am in the mood for managing a historical movie. What I am trying to say is, please don't skimp on the historical accuracy and detail in your game because you think the player cannot handle it. Rather make your interface provide the correct and tangible feedback?
  15. Destraex

    Work in progress: Dreadnoughts

    I guess as well as well as wondering if you have played the above games (their is a demo for both SES Jutland and NWS steam and iron), whether these are the kind of games your game may be?
  16. Destraex

    Work in progress: Dreadnoughts

    Also have you ever played SES eagle studios Jutland: It's all real time. This has a huge strategic campaign and realistic physics. It just did not really have much to do in it. I keep meaning to to play this game and just don't get motivated to do it due to all the multiplayer games I have. The interface is also very very clumsy. Which is another main reason I do not get around to playing it.
  17. Destraex

    Work in progress: Dreadnoughts

    That sounds good. I recommend having a look at the nws steam and iron demo if you have never seen that before. This would be amazing with a proper engine. This game looks like nothing but has the ability to zoom in and out of the entire globe while allowing you to move your ships and zoom in all in real time. It's problem is looks, no strategy layer and no physics engine as far as I know. It's all real time. http://www.navalwarfare.net/steam&iron.html Have a look at this at 2:30 or so to see the world map zooming in. Although he does not soom in all the way:
  18. Destraex

    Work in progress: Dreadnoughts

    Nick that really does sound amazing. Is this the sort of game where we control large numbers of vessels or is it more like naval action where we control one? Is the game going to be like an FPS game or a RTS game? I have one friend who always complains when we play world of warships because it really gets under his skin that he is not experiencing anything that would have been a possibility in history but more a childs action game with pretty historically based ship models. We are looking at your project VERY keenly to see if you can come up with a game that is both fun and engaging at the same time as being realistic enough to peak ones intellectual interest in these periods. A game that allows us ship geeks to get excited and use the knowledge we have from our books and other research. It is VERY hard to strike a balance in this regard. But I believe it can be done. Naval Action is pretty close to it right now. I cannot wait for that game to release.
  19. Destraex

    Work in progress: Dreadnoughts

    Will the focus be on realism.... unlike WOWs? I would really love that. I wonder if your ultimate general team will combine with the naval action team for this project?
  20. Destraex

    PVP servers merge

    Odol. I wonder if that population will double when the game is finished and progression means something to all of the new players. I hope so. I really love the idea of the new sailing mechanics and their realism. Get's me excited. AFter not haveing played in a while AND not knowing all the detail of the new patches over the last little while intimately: I was talking to a gent last night in game who was of the opinion that if he worked hard for a good ship then he is entitled to gank small defenseless players all he wants. He was happy to tell the upset merchant that he was a cry baby and should go to the PVE server instead of offering any encouragement or solution. I told him I was of the opinion that even though you should be allowed to do that the reward should be based on a handicap and therefore discourage ganking. Ganking still seems to be a problem for the game. The elite population preying on the every day players. Some say that you need to join a clan right away to prevent this from happening. I say there should be a clear system for new players to follow or be aware of in order to know that they will be treated fairly when "necessarily" jumped on by larger forces. I don't think AI escorts are the answer either as this just means dealing with an AI "buffer" constantly meaning that both the attacker and defending person get much less action personally. But hey, I played last night for an hour, travelled from one side of Jamaica to the other for 20mins in order to test the sailing mechanics in a combat mission with a yacht. Which is why I had so much time to talk. So anyways. My original point is that the game still seems (according to the chat) to have a huge sailing time sink that could easily be interceded with an overwhelming gank for a merchant? I look forward to testing some more. I did enjoy the sail. If naval action legends gets this realistic sailing overhaul it may be worth playing that more, I am torn. Legends has more balance (artificially though) and puts you right in the action. What you earn you keep. But it has a very samish progression tree and battles will get repetitive. Naval Action Open World has loads of character, politics and even though the progression tree is still samish it is the varied fleets and their make up as well as the chases that make the game have more character than legends. You want to be part of the world. I like both really. But ganking even though it should be allowed for strategic faction reasons should not be encouraged in financial rewards. Thus making it less likely to happen when more even fights are available. Trade raiding should be possible and strategic but not the staple of the game basically. Trader vs Raider is never going to be a rewarding fight for the trader. Whether it be the AI escort that fights for the trader or that the trader simply gets blotted out by the Raider who is usually much better armed and faster. P.S. Any word on the new boarding mechanics or final interface prettiness? I think that would be the final touches yes? I should look at the latest roadmap Are the short storms, weather events and other open world game changes like varied and unpredicatable (or predicatable) winds back in game?
  21. Destraex

    PVP servers merge

    300 normally with no other internet drain in AU. This is why I really hope for better boarding mechanics. I can anticipate delay in firing but not when I must register a click at the last second for boarding. Because I have to lead by 3 seconds to change a boarding tactic.
  22. Destraex

    PVP servers merge

    Just checked 337ms for Australia. 326ms on the ocean. Will check when my son stops playing "war of rights" on the other PC
  23. Destraex

    PVP servers merge

    How is the ping for those not in Europe? We need a new boarding system to ensure no problems for people with 200 or more ping.
  24. This all sounds amazing. Will this model be applied to naval action legends as well?
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