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I hope those question have been not asked before:

1:

Right now we fight over blue water. Any plans for maps with cost features or rivers or bottlenecks?

 

2:

Will you rework Information for the campaign?

Right now we have to wait till a ship is identified and then get every bit of information. Great for testing different builds, but I think it would be a bit much if one would fight a ship they never have seen and then figure out its precise armor thickness everywhere from starring at it, during the campaign.

Any plans to adjust this, at least for the campaign?

(Personally I think a "Espionage feature", could be useful where one has the ability to spy on other navies so one can identify its ships better in combat or/and get the precise data like armor thickness).

 

3:

Will the Ai use templates to build somewhat equal ships to what was build historically or will it be pure random?

 

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i know some ppls have asked about armor model rework already, but my question is Very Specifically on the topic of World of Warhips-style Bow and Stern Tanking. -Right now, ships that have even onl

Will the turret sizes in the future be revised to reflect real life? As in will turret sizes be determined not only by gun caliber but also but number of guns the in the turret? Because seeing a singl

I think a lot of people would like to hear the answer to this question, and it's not a big ask... Are there plans to remove the hardpoint restrictions for towers, barbettes and funnels, so we can a

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8 hours ago, shipfan9999 said:

do you think you can put submarines in from uboats to us subs to Japanese subs and have tubes and deckguns special for them

I have asked this question in this very thread. Submarines will be in the game but only as a strategic asset. You will not be able to controll them in battle. Witch when you thi k about it makes sense. Subs were used as commerce raiders not as line on battle units. 

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7 hours ago, DerRichtigeArzt said:

I have asked this question in this very thread. Submarines will be in the game but only as a strategic asset. You will not be able to controll them in battle. Witch when you thi k about it makes sense. Subs were used as commerce raiders not as line on battle units. 

Can you imagine the player workload of playing a scenario every time a submarine encounters a merchant? 

Compare the number of large scale surface actions in The Great War to the 5000 merchants sunk by U-Boats. Jutland is playable, every random unescorted tramp steamer is not. 

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How will the rebellions in the campaign work?
The Playing Modes article states they can bring about a change of government from Monarchy to Democracy, but the German and Russian Empires for example had both democratic and socialist revolutions (1918 & 1919 and February & October 1917 respectively), with the Russian socialist October Revolution of 1917 arguably having a way too heavy impact on history for it to be just ignored, seeing how it created the Soviet Union.

So, will there just be no socialist revolutions? Or will Soviet Russia/the Soviet Union, for example, get treated as a government change to democratic, and the short-living Russian Republic of Kerensky ignored?

 

(Edit: the cases of Germany and Russia are also especially interesting in this context as sailors played the major role in all of these rebellions in both countries)

Edited by Terka1917
Emphasis on why this is important for the game
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A simple question that I think would greatly improve the game if implemented, in custom battles could we be given the ability to design the opposing warships as well? It would enable us to test out design philosophies to see which works best, as well as have the ability to compare personal ship designs against others (I would imagine a forum page where your ship stats would be posted to compete against others in an AI only match etc).

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dunno if this has been said yet, but a tactical map would be very useful its a feature seen in many RTS games like total war, jutland, RTW etc. maybe press m or some other hotkey or click on a map like icon, oh and a leaderboard style table that pop's up after an engagement (win or lose), could give some nice statistics as well about the ships themselves.

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On 5/20/2020 at 3:43 AM, Donluca95 said:

When can we save the design of our ships ? IN CUSTOM BATTLE ? It's quite time consuming not having this FEATURE YET

 

On 5/29/2020 at 2:53 PM, Whomst'd've said:

A simple question that I think would greatly improve the game if implemented, in custom battles could we be given the ability to design the opposing warships as well? It would enable us to test out design philosophies to see which works best, as well as have the ability to compare personal ship designs against others (I would imagine a forum page where your ship stats would be posted to compete against others in an AI only match etc).

Picking up these two questions/requests and expanding it a bit further.

1. Ability to save ship designs in a library/database, be it from Academy, Custom battle or Campaign. Maybe even in-battle generated AI designs, if we find them interesting.

I can see the trouble with that option and balance changes in future patches, but as has been highlighted by others already, it's rather tedious to recreate the same design again and again.

Maybe even the option to publicly share such designs by creating a hash that can be copied/loaded into the game. That might then also be something for the modding community, like people providing libs for ships or whole fleets.

 

2. Picking up Whomst'dve suggestion, having the library/DB from 1 would allow us to easily recreate the ships of the a specific battle and play it from the perspective of each of the participating ships => so much more replay value w/o the tedium to design the ship(s) again and again.

 

3. For generated design in custom battles, it would be good if we could at least somewhat further constraint the design limits. Maybe split it into a simple custom battle interface as we have it today, and a complex one that allows to restrict more specific stuff.

Probably easiest would be just by tonnage - that's something that could already be supported by a little expansion of the current interface - just add a slider next to each class for the min-max tonnage.

Beyond that would be the complex designer, like restricting interwar heavy cruisers to 8" guns, CLs max 6", no radar on 1930 ships, ... I can foresee that designing the interface for something like that might not be an easy task...

and with 1+2, 3 might also allow to restrict the AI designs to ships in the library, if suitable designs are available.

 

Could take that hash part from 1 even another step further and use it to distribute/load complete custom battle setups. The mod community would love that, create fleet libraries, and then share a series of battles as a user made campaign. But that's already thinking two or three steps ahead ;) A library is the most urgent part in all this :)

Edited by WhoCares
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Another question brought up by @Sonar and @Tycondero that i want to put in here. Can we have casemates and unfilled spots on a ship, removed/filled/replaced? That the ship doesnt look like it was just kitbashed and also so it doesn't have gaping armour holes on the belt as well (i know they don't affect armour in general but for aesthetic reasons they look ugly).

Oh and when will we see more unique torpedeo models and shell models, plus shells when they bounce or richochet actually make a splash animation and sound plus whoosing sounds of shells and maybe slightly different gun sounds for the different countries and marks plus also for different propellants (so different pitches, tempos, lengths they can be slight if you want to avoid tons of work).

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On 5/20/2020 at 1:50 PM, Accipiter said:

i know some ppls have asked about armor model rework already, but my question is Very Specifically on the topic of World of Warhips-style Bow and Stern Tanking.

-Right now, ships that have even only moderate armor can easily become all but impenetrable to even the heaviest guns in the game, even at point blank, as long as they keep their bow or stern pointed at the shooter. this is because the game only considers side belt armor but not the transverse bulkeads that run across the ship to connect the belts at their front and aft ends. because of this, any hits happening when showing bow or stern to shooter will be counted as extreme angle hits (80°+) and always bounce; even when in real life they whould be penetrating trough the bow/stern and hit the transverse bulkhead or the barbette at an almost perpendicular angle.
this has been pointed out on multiple occasions but never answered by devs as far as i know.

so my question is:

is this intended by the devs? even though it is not realistic, maybe because you think it creates interesting game dynamics/ favors careful maneuvering, ect...?

or is this something that you plan to improve on later?

because if you do plan to solve this issue, this is something that should be high priority as this is not a trivial matter! ships really do become almost unsinkable as long as they sail towards or away from the enemy right now!

Can we at least get more configuration options for armor protection? Example; can  we get upper belt thickness? Possible as well to do bow and aft armor sections? 

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Fuel usage / range / use of fuel during battles - curious if these will interplay? 

Would add a lot of depth and variety to the campaign if you entered into a battle with relatively low fuel; which also plays a lot into your decisions when designing your fleet. 

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Will we get shells that start to deviate from their course mid-flight rather than just after they leave the barrel? Also will we get any shell whooshes, noises and improved sounds for some of the sounds we have atm? Can we have a more in-depth ramming system than we have atm and allow the player to ram if they wish?

Also can we get more unique turret models and shells and other components splashing into the water after they richochet shatter, explode etc? Can we get weather that changes over time and night battles?

Will we get Bombardment missions as well?

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Is there actually going to be an open campaign?

 

I just want to check something as my hopes easily  outpace my expectations.  Is this game going to go the route of RTW (but not as in depth as already stated by the devs) or UA:AOS? ala linked scenarios?

 

Just want clarification... I know what the game page says on the campaign but it doesn't specifically say "open campgain" or the like.  I just don't want expectations to be crushed.

 

 

Edited by Sonar
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  • 4 weeks later...

Will we be able to mod and import our own models to the game? Imo it would help with the current lack of player freedom in customizing ships and would also allow for much more hulls/Towers/Guns/etc.

Currently customization is too restricted and we really don't have much in the way of variation, being able to mod the game would help solve this issue imo.

More modularity and customization options similar to the original trailer would be great to see.

Edited by Legioneod
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At some stage, will we be able to 'design' transport ships in custom battles? (because if we could, then they could be designed/substituted as  'Auxiliary Ships' for historical recreation).

If we detail some new placement nodes for certain components for specific hulls, to suit particular historical designs, e.g. some med-hull/side barbette placements nodes, would these be actually considered, I mean is it worth doing?

Some hulls have unbalanced turret forwards and aft offsets, e.g. on a symmetrical design either one of those turrets has to be moved way forwards or aft to correct the imbalance, if we detail these, for the center balancing point to be move (to correct the eyesore), would they be considered?

Are the waves going to be smooth out or the bobbing scaled? Are the waves always going to be 3-4m+ swells, any plans to be reduce them? And/or are there going to be weather mechanics to have variant wave sizes? I'm pretty sure this was discussed early alpha but nothing has change, ships are awashed, TBs with one cell flooded become submarines. Most other games have proportional waves, even Naval Action tier 7 ships sit correctly to the waves.

pjhiELi.png

The aft freeboard on this cruiser should be at least 3m+

Edited by Skeksis
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14 hours ago, Skeksis said:

At some stage, will we be able to 'design' transport ships in custom battles? (because if we could, then they could be designed/substituted as  'Auxiliary Ships' for historical recreation).

Relatedly: since the hulls are already in-game, will we be able to design and use converted merchants as commerce raiders, Q-ships or Armed Merchant Cruisers? Some of the greatest single-ship actions of the 20th century involved them (Carmania/Cap Trafalgar, Jervis Bay, Stier, Kormoran, etc.)

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I think a lot of people would like to hear the answer to this question, and it's not a big ask...

Are there plans to remove the hardpoint restrictions for towers, barbettes and funnels, so we can arrange our ship designs the way we want them?

Thank you!

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seems like the designer is gaining traction over gunnery etc. Which make sense in a way since gunnery isn't bad, but lacks some key components to make i guess more realistic and/or just provide more options. Plus the designer is basically one of the main features of the game.

i would like to see an armour viewer and also citadels changing armour layouts too, plus the ability to add icebreakers shorten or lengthen belts and armour sections etc.

would make for a more complex but simplish armour system.

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2 hours ago, Cptbarney said:

seems like the designer is gaining traction over gunnery etc. Which make sense in a way since gunnery isn't bad, but lacks some key components to make i guess more realistic and/or just provide more options. Plus the designer is basically one of the main features of the game.

i would like to see an armour viewer and also citadels changing armour layouts too, plus the ability to add icebreakers shorten or lengthen belts and armour sections etc.

would make for a more complex but simplish armour system.

A good solution for both could be to tie the armour placement explicitly to the location of components you could place freely, and show the outline of the armour and vital areas when placing those components. For instance, machinery is under the funnels, and the belt extends between the forward and aft main turrets, or the machinery spaces in the case of an all-forward design. Then the citadel type would explicitly determine the performance of the armour versus varying types/angles of hits, and have nothing to do with the placement of said armour.

The opaqueness of the present armour placement scheme is the main problem. I would really like to know where the armour is going and how much my layout choices affect its placement, weight, cost, and impact on ship stability, but right now we can see nothing. It's frustrating to have all these numbers under the hood.

Gunnery... is pretty frustrating at times, but I'm starting to wonder if it's even worth talking about. I was browsing threads back from the middle of last year in which some pretty knowledgeable people (including yourself, iirc) were pointing out the problems with the system. I've only been playing a couple months and I've been submitting bug reports and suggestions, not knowing they'd already been raised ages ago.

So to bring this back to a genuine question for the devs: we're in alpha, and you still have the time, and access to people here who seriously know what they're talking about. Do you have any plans to work on the gunnery model based on community analysis and testing - or are we just going to see a series of tangential hotfixes addressing individual issues, that create balance problems of their own?

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After the Full release is there a possibility of modding the game for Steam Workshop users so that players can make there own mods,scenarios and campaigns or even CVs since they don't seem to be coming into the game at this time Just thought they may be a good idea for more challenging gameplay

Edited by MidnightLight
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