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CommodoreWesley

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Everything posted by CommodoreWesley

  1. So, here's at least my "meta" for Alpha 1.05, though it is essentially the same as previous builds. What I mean by "meta" is that the easiest way to play the game. Therefore, I am only really proposing the fewest number of designs needed. There are quite a few things that I think should be debated about here, but there are some major balance issues that I bring up that are being addressed (torpedoes) but also some others. 1890: Battleships and Torpedo boats - Cruisers are pointless due to awful engine efficency. Fire will be the easiest way to knock out enemy vessels with guns, though it is best to use fire with concentrated main caliber battleship guns on one target than trying to add secondaries. In general, aiming is heavily based off of pitch and roll, therefore having fewer guns is typically far better than quantity. Torpedo boats should also only be armed with 51 mm guns, due to their rate of fire for torpedo boat vs torpedo boat actions. AI torpedo boats however are hardly a threat to player battleships, as they are too shy to get close, allowing for the BB to usually take them out extremely easily. 1900: Battleships and Torpedo boats - Relatively the same as 1890, though torpedoes are more effective due to increased range and damage, putting more favor to them than in 1890. Cruisers finally sort of catch up, but the battleships are typically faster, therefore are still largely a waste of valuable starting money. 1910: Battlecruisers only (Destroyers optional) - Probably the most fun era currently in my opinion, though once you play it with only Battlecruisers, that's really the only way to play it. Destroyers are really only there to help protect your own transports from other destroyers in raiding actions. Battlecruisers however should be essentially built as fast battleships from here on out. Keep the number of guns limited, typically three sets of twin turrets. Don't bother with casemates as all they do is increase roll, and honestly don't really have weight savings over turrets and make the hull more likely to be penetrated due to armor thickness limitations. Make a few turreted secondaries. Typically, I do one twin turret on each side, with one superfiring over the rear main turret. Destroyers however should be kept out of fleet actions, as they tend to get targeted, and their torpedo range isn't far enough. Cruisers are absolutely pointless in this era due to heavily restricted hulls and funnels and high costs. Fire can still be an extremely effective way to knock out enemy ships, therefore stock up on HE still. 1920: Battlecruisers and Destroyers - Similar to 1910, though this is where the game starts becoming less fun for me due to how dangerous torpedoes can become. While cruiser design has greatly improved by this era, light cruisers are so extremely weak against torpedoes that they are really not worth it at all due to their lack of torpedo defense (seriously, destroyers can take a torpedo better than a light cruiser for some reason...). There are also so few cost savings of them compared to heavy cruisers, it's far better just to build heavy cruisers. However, I still don't recommend building heavy cruisers either, as big gun battlecruisers (think fast battleships) are just far more effective at taking out the enemy. The Battlecruiser might be twice as expensive than the cruiser, but they are like 4 times more effective, and are cheaper per ton of displacement than cruisers, making it somewhat ironically more difficult for the enemy to blockade you despite having fewer ships in your fleet. Secondaries from here on out really become optional. Your main enemy will be torpedoes and enemy light cruisers (they are essentially expensive destroyers but can last a bit more under shellfire though their cost is not worth it for the player). Also keep the destroyers out of fleet actions, maybe let them fire torps once then let them retreat, otherwise all the do is feed the enemy victory points). 1930: Battlecruisers and Destroyers - by this time, torpedoes are king, or well, at least the most important thing you need to pay attention to from the enemy. Extreme range plunging shellfire is also very good, and with Radar it is pretty easy to do. Still, I even arm my battlecruisers (fast battleships) with torpedoes by the stage due to the range torpedoes have. The AI overloads their designs with so many unnecessary secondaries that they typically have abysmal long-range accuracy. Most of your battle is largely just trying to avoid your ships from hitting enemy (or your own) torpedoes. Therefore, long range gunfire should be the main focus to try and take out the enemy. 1940: 1930, but even more dangerous torpedoes. Basically, after 1910 just build "Fast battleships" from battlecruiser hulls and have destroyers to kill other destroyers. Torpedoes become so powerful and abundant in the later years that they will be the main threat to the player, while enemy shellfire will be largely ineffective due too many secondaries. Cruisers in general are pointless in battle effectiveness and economically (light cruisers EXPECIALLY so). I would recommend a major decrease in their cost. They may become more useful once more theaters open up in the campaign, as they were historically more so a strategic weapon, rather than a tactical one, but with the exception of build times, it seems like it is better to build battlecruisers due to their overall greater displacement as that has the blockade effectiveness. Player destroyers are really only there for potentially torpedo opportunities and for destroyer duels to protect convoys. Later era destroyers are also a bit too expensive to throw away in the screen orders (which are too aggressive and risky for my taste, particularly with the limited funds available to build our starting fleets). I think with longer term campaigns in the next version, ship designs will be more diverse, as I likely won't ever have more than 4 capital ships of the same design reducing "fast battleship" battlecruisers, though I guess we will have to find out.
  2. So much Swedish love... And not enough Dutch... But never fear, there are twenty-seven other patriots still voting for the best ship! Vrijheid! Can we petition the devs/modelers to make all of these ships? Like all of these ships will be put into the game and we just vote on the order? That would be nice.
  3. And people thought my USS Demologos was ridiculous... It existed and was in the time period!
  4. Rattlesnake HYPE!!!! And I get my Essex back!!! (and hopefully she is not the wooden wall of indestructibility this time, but behaves more like a Frigate) And crew changes! More reasons to press the 6, 7, 8, and 9 keys again! And... okay, to save you gents some time... pretty much everything. It's just so nice to be able to test new features again!
  5. I have the Vrijheid (freedom) to choose what I want! But in a more serious note, a problem we have is that we don't have full plans of the Vrijheid... We can find diagrams of her decks, but not the full side view to find all of the ribbing, gunport placement and such. Now, there might be more diagrams of her, as we could possibly try and contact the Dutch museum that has the model of her and ask where they got the lines from, so it is not a lost cause yet. In my opinion, I want get both ships, the Vrijheid and the Admiraal. If the devs decide to limit the first rates to nationality, then the Admiraal should be given to us as well, as there are no examples of Dutch first rates during this time period. However, I like playing as the underdog. I'll keep shouting for the Vrijheid for my own entertainment despite that she is still one of the lowest ranked ships in the voting selection. If it goes down to the wire where my vote is needed to get any of the Dutch ships, then I might change it. But to be honest, if any of the ships are in the top five, they will be accepted, therefore there should not be any sweat for the Admiraal supporters right now. Now, if there are enough Admiraal supporters right now to make it into the top 5, well, maybe they need to change a few of their vote to the Vrijheid so then we get two ships!
  6. How about we encourage everyone spread out their votes so that all of these ships will be put into in the game? I mean, that would make everyone happy, right? Like instead of voting for which ship, we vote on the order these ships to be developed! And we'll get all of 'em in the long run! Or you can vote for the Vrijheid and that will make at least one person happy...
  7. We should vote for the ship that we want, so then the developers have to find ships to fill the gaps and then they have to make even more ships! Because at the end of the day, all we want are more ships!
  8. Oh ye of so little faith! Vrijheid!!! The only reason why people are voting for the Addmiral de Ruyter is just because of her name and because she has votes. The ship herself is unremarkable, as she did not fight in combat, and was built for the French in the Napoleonic Wars (due to the Netherlands being annexed by Napoleon) (and the paint scheme on the picture is French inspired). It's almost like treason to like that ship... The Vrijheid on the other hand fought hard in the lopsided battle of Camperdown, with it's heroic last stand by Admiral de Winter. Demasted, and with most of her crew lost, she would be one of the few Dutch ships did not sink due to the amount of damaged received in that tragic battle. She is a ship deserving a place in Naval Action as she actually participated in some real life naval combat. Therefore, the true Dutch patriot would vote for the Vrijheid. Some people think that I love this ship because of her name, but that's not true. It's her history. Virjheid!!!
  9. Stop denouncing my ship! Vrijheid!!! (it's a really fun word to say!) Besides, didn't the Dordercht like explode in combat or something? I kinda don't want one that went boom... A Dutch fourth rate that I would like would be the 56-gun Delft. Also, the Admins stated in the past to vote for ships that you want, not for filling out the roster. The devs will fill them out eventually. These selections are just for the special ships we want added for glorious patriotic reasons! Vrijheid!!!
  10. Vrijheid!!! (Freedom!!!) (I think the Dutch are divided over which ship...)
  11. True, but I am trying to compare her to other merchant ships, not warships. I mean, I like the ship, but I am just trying to figure out what her role would be in comparison to a standard East Indianman. The Indianman would be smaller and slower, possibly with a bit heavier guns and better armor thickness, but because the Indianman is slower she is going to be chased down and attacked more often, which is obviously not something a merchant captain would really want. The Farquharson on the other hand is larger, faster and still reasonably heavily armed. She exceeds in all classes of what a merchant wants, speed and cargo space. Therefore, the Farquharson would become more preferred by merchant captains than an Indianman. Now, the one big thing that would balance her out in my opinion is the more loaded a ship is, the worse that ship preforms in all sailing conditions, speed, turn rate, etc. regardless in the open sea or in the battle instance (and if this feature is already in the game, then it needs to be buffed as I have not been able to notice it). Therefore, a loaded Farguharson sail significantly slower, making her more likely to fall prey by other warships. Because she does not have the armor or the heavier weight firepower of an Indianman, she will not be nearly as effective.
  12. She's a pretty ship, sleek and modern despite her size. Great work in constructing her Ragnar! My only fear is that this ship will be the one and only preferred merchant ship in the game. With such a large hold, speed and cannons, why bother having a navy or escorts? I mean, yes she was built in 1820, but just like my example about the USS Demologos, just because she's in the time period does not mean that she fits into the game.
  13. I think it should be updated weekly, most port battle invasions take two to three days to happen. Particularity right now, the battles for the frontiers of the national empires are starting to begin, there is going to be a bit of port fighting coming soon...
  14. Daw... It was moved from the shipyard... That didn't last long... Really, this should belong in the history topic.
  15. I'm pretty sure the Devs have declared that 1820 is going to be the real cut-off date, so the most modern ship in the game is going to be the Russian Mercury brig.
  16. Yes, this is more of a joke than anything, but the thing that I am shocked about is that I never heard about it until a few days ago. I don't want it in the game, I just want to see what kind of reaction I am going to get.
  17. So, the other day I was doing my normal what-I-do-when-I-am-not-playing-Naval-Action routine of searching through history articles on the internet, I found a ship that fits in this game's time period! INTRODUCING: USS Demologos (1815) Launched in 1815, and designed by the legendary American naval architect Robert Fulton, the USS Demologos was the first steam propelled warship. She was designed as a floating self-propelled gun battery to defend the Harbor of New York. Armed with 30 32-pounder guns and 2 100-pounder Columbiads, she was able to mount a full broadside due to the fact that her paddle wheels were mounted inside of her hull, therefore protected from enemy gunfire. Unfortunately, the Brits were content with just staying outside of New York and wrecking the American economy with the blockade. Also, the war would shortly come to a close. Later renamed the Fulton, she would be lost due to a powder room explosion in 1829. (Please don't kill me for suggesting this ship...)
  18. No, no grouping of alliances, that is what made Uncharted Waters Online's port conquest thing so lame was that it was already balanced and rigged before it even started. The Devs however have already proposed an alliance system for the game, where each nation is able to make a limited number of alliances. I believe it is in their posted development plan. Each nation should be able to choose their allies through a voting system. The catch is however nations have a limit to the number of nations that they can be allied with. For example: GB currently should not be able to make alliances in PvP 1 due to their sheer numbers. Americans will be limited to one ally, while all of the other nations will be able to only ally with two other nations. Pirates are pirates, so no alliances allowed for them.
  19. Sorry about that... I think it is the plight of all of us who want to add Dutch ships... Either, it is we can find plans but no names or histories, or we find names but no plans... Oh the plight of historical research...
  20. Well, I can request to get that fixed it if it that bothersome, but there are also quite a few ships in the game files that no one has even discussed about yet. You can see them yourself if you go to Program Files -> Steam -> steamapps -> common -> Naval Action -> Database -> DesignModel -> Ships I'll make a list of some of the new ones: Agamemnon, Bucentaure, GrosVentre, Hermione, Kepler, Ocean, Rattlesnake. My real question is what is the Kepler? Because, when I briefly Google searched it, this is what I got. SHIPS IN SPAAAAACE!!!!
  21. I would like the ability to select your own ship color, but I don't know if that should be restricted to particular nations. Personally, I would get bored with seeing the same ship paint color for all of my ships from cutter to ship-of-the-line. It's also not just the paint color, but also how the hull is marked up, some have extra lines between the gun deck, others paint the lower hull different colors. It was suggested in a post a while back, but it is probably buried under hundreds if not thousands of threads by now... I would love it if players were able to paint up their ships to seem like they have more gun ports than they really do. I hope that one day they will remove the ability for us to be able to see the health bars, number of crew and gun ports on enemy ships, or even the name of players and ships on the list when you press Tab, so people could disguise their trade ships to appear like warships to frighten away the people with not well trained eyes.
  22. Oh my... What have I've been missing?
  23. I personally don't like each nation to have special benefits, as one stat will make one nation seem to be the more preferred than another. I prefer battles to be out of skill of players, not the extra bonus multipliers for which nation you pick. However, I am not opposed for individual nations to have special national ships, which can only be crafted by that nation.
  24. I like her, although I don't know if that is due to the paint-scheme (I tend to prefer dark and natural wood colors on ships). However, she would be out gunned by the 64-gun Agamemnon (Eggs-and-Bacon) due to only having 12 pounders on her second deck. Rating systems are complicated (like a 3 decked 80-gun ship is a second rate while a 2 decked 80-gun ship is a third rate) and differ for each nation (for the Dutch, and 80-gun ship is a first rate), however, 64-gun ships of the line are third rates in the widely accepted British rating system. Also, the Ingermanland is a 64-gun third rate, as well as the Agamennon. So yes, currently the 64-gun line is pretty filled. The Bellona however will be balanced, particularity after the addition of the 80-gun Bucentaure. Yes, there is a gap between 64's and 74's, but the real difference will be in maneuverability. 64's maneuvered a lot better than her heavier cousins, thus are less dependent off of the standard line-ahead formations. They can operate more independently as they will still out class frigates with firepower and armor. Many 64's operated with frigate squadrons. So, in the end, 64's are mulit-purpose ships, able to fight in the line with significant firepower, independently, and with frigates. To be honest, we need these kinds of ships in the game.
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