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Showing results for tags 'cost'.
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Now in ultimate admiral we got sliders for draught and beam as well as ship speed and total displacement and the hulls got individual shapes naturally for how to behave and i would be interested to hear what people think of my ideas as well as the developer's if they where to skim past it. 1. TOTAL TONNAGE CALCULATIONS now as we got draught + beam and ship hull + what you chose to install on the ship. What if the total tonnage slider was a simple length of hull slider working in lenght steps as it does now but minus the ton increase? and by calculating ship lenght + beam + draught + equipment you got ships total tonnage and then may have to sacrifice some things in the design to make it fit within the port 2. ENGINE WEIGHT HP CALCULATIONS FOR SPEED Instead of a speed slider in knots for then to calculate engine/shaft hp to reach a ships intended speed causing prices to skyrocket at one point as the engine needed to propel the ship would be ludicrous. As i and apologies if i am wrong believe the game calculates ship hull draught and beam with displacement to get the hp needed to reach speed, what if we had a shaft hp slider and speed was calculated on the same calculations but in reverse giving us the final speed of the ship displayed in the mid screen or in the speck sheets of it as you only slide the tonnage/hp of the engine capacity and chose how big an engine instead of what speed it should make first, making a reverse calculation more or less but giving people an understanding of what power and tonnage engine would be needed to propel the ships at X speed.
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In all kind of games the more stuff and the better the suff what is equipped the higher are the maintenance cost. Suggestion: Increase maintenance and in battle repair cost depending on used modules Details: modules are already categorized as basic and non-basic, for example, Basic Pump and Coles Bentick Pump While "basic" mods only suffer a slight increase in repair and battle repair cost "non-basic" mods can suffer repair penalties increase up to 200% For example: An installed coles bentick pump would increase hull repair cycle cost by 100% for each extra module of the same type - cost increases by extra 100% For example: coles pump + chain pump = basic repairs + 100% for the first module + 100% for the second module + 100% for being a second module of the same type - pump Pros: quality of life added maintenance for high grade specialized ships simulates highly specialized crew and necessity of high grade quality parts for repairs at sea Cons: quality of life
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I've already searched through the forum, and I couldn't find this mentioned anywhere. I noticed that the cost of buying veterans as replacements increases, depending on the number of stars--or maybe another characteristic--the unit has. EG during the same refit phase, buying veterans for one 3-star brigade cost $67 per man, but for a 2-star only about $48. Is this WAD (Works As Designed)?
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- veteran recruits
- veterans
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Now that the gold in the clan warehouse is used for the upkeep of the ports every morning it is essential that access to this money be limited to diplomat level and higher. The disaster of someone returning to the clan after a while, not understanding the implications of using the money and/or sabotaging the clan (and a whole nation) and taking all the money out of the warehouse can be too damaging to the game.