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junkers10130

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  1. Hello everyone, I have been playing Ultimate Admiral Dreadnoughts for a while now and I recently had some ideas for how the tonnage available for ship construction in the campaign could be overhauled to be more dynamic and engaging and I wanted to put my ideas out there and get some other people's opinions. As of right now the tonnage available for ship construction is a single value and it is used to build all ship types as well as used for repair and refit. I would like to see this be broken down into 2 main categories, New Ship Construction, and Repair/Refit. My reasoning for this is that ships were typically built on slip ways whereas they would usually be repaired or refitted in drydock. As such a nations ability to repair or refit a ship would not be greatly affected by how many ships they had under construction at the time with the exception of material and manpower limitations witch in UAD isn't really a factor. This split of tonnage would make the refit of older ships less of a detriment as you won't be having to forgo new ship construction for the duration of the refit. In addition to this each slipway has a maximum size of ship that it can support, you can't build a Battleship on a slipway designed for a Destroyer, as such I would like to see the New Ship Construction tonnage be divided up into 3 categories, capitol ships(BB/BC), cruisers(CA/CL), and small ships(DD/TB). Each category would have a tonnage allocated to it for the construction of that type of ship representing the number of slipways available for construction of ships of that size and that tonnage would be separate from the tonnage of the other 2 categories. For instance, you might have 150,000 tons available for capitol ship construction, 100,000 tons available for cruiser construction, and 30,000 tons available for small ship construction. I believe this would force players to build more realistically diverse fleets to use up all of their available construction tonnage ratter then just building a bunch of one ship type at a time. My third idea is on how your shipbuilding capacity grows. Right now your shipbuilding capacity is determined by the size of the shipyards in your home territory, I would like to see this change so that as you conquer new territory's those territory's shipbuilding capacity will be added to your own. In addition, I would like to see each individual port have a shipbuilding capacity that is based on the size of the port. For example, a small port might not provide any shipbuilding capacity, but it will provide a small amount of tonnage for repair and refit, this represents that the port isn't able to build warships of its own, but it does have facilities to patch up damaged ships. A medium sized port might provide some tonnage for small ship construction such as destroyers and torpedo boats as well as tonnage for repair and refits. A large port would provide tonnage for cruiser, and small ship construction as well as repair and refit, and only the largest ports will provide tonnage for capitol ship construction as well as tonnage for the other three categories. When you take over a new territory the shipbuilding/repair refit capacity for each port in that territory would be added to your total shipbuilding capacity. As a port gets bigger its shipbuilding capacity would also increase and as ports breach certain thresholds, they would start to provide shipbuilding tonnage for larger ship types of warships. These are the ideas that I had nocking around in my head, I believe these changes would result in more interactive ship building during the campaign but I would love to hear what other people think.
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