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Showing results for tags 'game design'.
I thought the article Gunnery in Great War at Sea: A Designer's Perspective did an excellent job breaking down some of the challenges in portraying the gunnery of the dreadnought period. Obviously Ultimate Admiral is much more granular than GWAS. Having said that, the campaign and battle system of GWAS is often considered the one of the best of all time. This article touches on many of the topics of discussion concerning the accuracy of guns during the period, the effectiveness of secondary armaments and so on that have arisen on this forum recently. Especially of interest to players of
Already talked about in Discord, but this will be more permanent. The developers are doing a stellar job and I don't mean any disrespect, but the current technology system is pretty much the worst possible system that could have happened. Why has the dev team abandoned the tried-and-true technology tree and instead tried to reinvent the wheel (and made it square)? I suppose the RNG system was envisioned to add replayability, but it only adds frustration right now as you're given tech you don't want or can't equip anyways. Currently, mostall players go by without ever seeing most tech