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ituralde

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Everything posted by ituralde

  1. I just wanted to add on in case it wasn't obvious, UNCAP TIME ACCELERATION. I like that it auto-slows down for close action, but let us speed it back up as we like if we so choose. There's nothing more painful than a 1 knot differential stern chase you have to watch for ages because the game doesn't let you fast forward a foregone conclusion.
  2. Going to piggyback off of the sub issues. I think there is a legit bug here. I've had results that say the sub was detected and engaged but it took zero damage, and blew up dedicated ASW light cruisers sent to hunt it. The event description and what happened didn't even line up. The whole sub-blows-up-screened ship thing is a pretty shit mechanic overall though and it would be nice to see either a checkbox that lets me disable submarines from the game or an interim pass that caps sub damage to ships at 100% of their hull strength, and then reduce the damage done by calculated torpedo resistance factor. It would be one thing for my a sub to get a lucky hit and take my capital ship out of action or punish my lack of torpedo blister; this happened all the time, but it's pretty hello kittying stupid for my battleship that can shrug off max sized torpedoes in-battle to vanish on the campaign screen because magical submarine sneezed on it.
  3. Agree with most of this. I think there's a number of easy things that would be nice to see out of this that would be easy in interim form. First, give us a checkbox to disable campaign end date. Second, constrain the AI design harder for campaign play, or at least offer an option for it. End turn takes way too long. Build in semi-historical designs based on each available hull and the expected tech levels, and have those as the basis for what we see on campaign. Give us a checkbox to 'prefer AI historical designs' so the shipbuilding process doesn't drag the campaign down so much until and optimization pass can happen. Last, give me a checkbox to disable submarines until the implementation of them isn't complete and utter hello kittying RNG garbage that blows up battleships in a non-interactive way. Finish the mechanic and we can revisit. Everything else on here is pretty much a longer term rework or requires a more direct investment of dev resources, but I'm pretty much down with everything else said here.
  4. I think the main thing is we need a bit more tooltip-based transparency for how the economy mechanics work. All things should not be equal, but it should be clear what is going on. These factors are important when it comes to planning how we fight wars (or it should be), and it should work towards limited blockade mechanics involving controlling sea lanes between home countries and overseas territories. It's all well and good to have a global empire, but you shouldn't be able to collect the money from that empire if your super valuable clay cannot be reached because an enemy fleet is sitting on the route to it. This could help force fights at sea rather than sitting around with thumbs up asses doing naval invasions, and the same system could effect army reinforcement of overseas territories. Also, ever fix the hello kittying tooltips so they stop displaying beyond screen boundaries. This isn't hard to do in Unity.
  5. Been playing for a while, first time here. Overall, pass it on to the team, this is an excellent game that fits a nice niche, but there's some room for improvement. First is a QOL pass. Clean up the UI a bit, add in more tooltips that explain campaign and in-battle mechanics with onMouseOver on internal content. Fix tooltips showing up off screen. Clean up UI scaling for various monitor sizes. Clean up some of the fleet group behaviors (Huge improvements here already over the past year ESPECIALLY with the torpedo changes, very well done!). Give us a better task force designer that lets us set up ships in a task force into prebuilt divisions and let us set up their initial divisions and formation going into a battle so we don't need to spend ages re-organizing our forces early in a battle. Add in an indicator for vision radius in battle. Things like that. Next is a performance pass. The dream is to be able to play a battle on the scale of Jutland smoothly, and that's achievable with modern game engines with proper optimization and memory handling. The campaign runs way too slowly for how relatively non-complex it is. After that, I'd like to see a rework on gun behavior to decouple the process of accuracy and firing into individual parts. These are done pretty cleverly in an all-in-one behavior now in a fairly clever fashion, but there are some cases where it aggressively breaks down. If you decouple the aiming process into the steps of target tracking, aiming quality, and gun precision, you'll have a system that is more realistically reactive to battle conditions instead of having flat modifiers that behave terribly while not ruining some of the fun customization options that let players have unique playstyles, even if they are non-historical. It's pretty stupid how you can be 1km from a 38 knot hostile battlecruiser while traveling yourself at 34 knots in a parallel direction yet be unable to hit the target due to a 'target fast speed' penalty, even through the relative speed is only a handful of knots. Targeting is the process of identifying where the target is and where it will be when shells arrive there - it's how well a ship decides where it needs to aim. This is where all the rangefinding, fire control, and radar equipment fit in, as well as perhaps communication with scouts, etc. You could also have different targeting modes, so direct aim takes over for targeting estimations below a certain range against ships of a certain target signature. Aim quality is how well the ship and crew at being able to aim at that targeted location - impacted by gun training equipment, crew, and ship stability. Then gun precision is the raw CEP of the gun based on its characteristics, i.e. the inherent lack of precision when shooting at something even if you aimed at it perfectly. That gives you more nuance when picking technologies and on how you maneuver your ship in battle to handle your own behavior relative to enemy ships when picking how you fight. Finally, after all this, I'd love to see a campaign play pass. Overall, it's not in an awful spot now, but it would be nice if there was more emphasized in winning battles and naval dominance and a bit less on parking in a bubble to steal clay from the AI.
  6. I had this same issue on two save files both on the latest patch. I attached them to this post - that is actually a .7z file archive (change the extension) that contains both save files. bak.flv
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