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HMS Indefatigable Class and an Balance Report
TotalRampage posted a topic in General DiscussionsSo I tried my hand at re designing an battle cruiser class. The original Indefatigable class was sunk during the battle of Jutland. I decided to remake the class in 1933 setting seeing if i could make the best BC I could that hopefully wasn't out of the scope of what the campaign of the game would allow in terms of effectiveness. And I think I did pretty good just looking for any feedback if any. The class costs around 77.4 mil to lay down kinda expensive but only an maintenance of 7,800 a month which I thought was pretty nice because an battle ships maintenance for the same year just to lay down some of the hulls starts at 50k a month without any guns or superstructure attached. Its probably known to the devs and will be balanced before campaign but I thought it was funny I could have essentially 7 of these battle cruisers for the monthly cost of an unarmed giant barge. And finally the overview if you didn't see the picture 45kn top speed 5-16 inchs of armour with 16in belt and 14in deck 2x3 14in guns 2x2 14in guns 1x2 8in guns 8x2 5in guns 14x1 3in guns total displacement is 49,996/50,000 T Yes I essentially made the fastest BC I could with about the same armour as an USS Iowa. Well I'd love to hear what you guys think of my creation and some thoughts on what they could do to change balance in the game economy wise when the game comes out. Im curious to see what the devs do to actually combat monetary discrepancies between classes because if they don't we could get an extremely up armored BC race instead of a dreadnought race if the AI or more cheeky players notice. Just a note yes I know the games in alpha. Im not bashing the devs for not noticing something related to economy balance in a game that hasn't even released campaign for us to test things. Im just bringing it up in the off chance they didn't notice and my observation can help. Please see this gallery link for all updates to the design. Thank you all again
Current system tweak maybe ? In relation to the drop rate, Why not make this a visible % the crafter can see on his screen, and increase the % chance a little every time he crafts a triggering vessel without it dropping. Future system maybe ? Target BP research points for specific BP is known and public knowledge. Every ship crafted adds a value to a research pool held for the player and visible on his crafting screen. The pool is held for each rate. (Advanced versions crafted may add extra points especially if maxed out on upgrade slots.) Player can utilize other rate research points at reduced effect when researching a new BP. (Greater the rate difference - smaller the value) Minimum research points from a particular rate for each BP is known and public knowledge. (avoids crafting 6th rates all your career then eventually qualifying to craft a 1st rate) Practice So the player has a list of research points he's acquired for each rate of ship. The player knows how many research points he needs for a particular BP The player knows the minimum research points he needs from a specific research pool. The player selects his new target BP Minimal research points from a specific rate are allocated and the player chooses which research points he will use to complete the total either same rate or a combination of same and other rate pools. (Slider system from differing rate tally's) Player unlocks the new BP permanently Trade-able BP ? Once researched the player can produce additional Trade-able/sell-able BP that will construct 1 vessel. Seller must craft these using research points (x amount) and coins. Receiving crafter must expend suitable rate research points to use the BP for a 1 off build, but does not gain the BP unlock.(Smaller research tally required) Minimal research points from a specific rate are allocated and the player chooses which research points he will use to complete the total. (Slider system from differing rate tally's) Player crafts a 1 off ship.