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Alpha-4 News


Nick Thomadis

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Two things I'd like to add:

1. While we can choose targets for main/secondary independently, can we ALSO consider being able to select ALL gunnery related options independently?  By which I mean shell type (see post above, and others have mentioned it), fire discipline (I might want to put my secondary on hold so they don't fire at poor hit chances yet let my mains fire regardless) and even turning them OFF, which is an option in fire discipline. I would like to use my secondary guns to kill those transports and not waste 13" main gun ammo, but I won't be able to do that UNLESS there is something else at which to target the main guns.

The last part is an example of campaign considerations, plus why you'd want secondaries even if their performance is brought back to more realistic performances. You don't want to use your main guns if you have a battery of 5" or 6" guns that would kill merchants with ease (I'm ignoring the max bulkhead mini-Bismarck transport problem, lol).

2. The penetration popup was initially intended to be able to be used in reverse so we could look at our own ships from the perspective of the enemy. Would be nice to have that enabled. On the other hand, however, if the campaign introduces proper 'fog of war' effects then it wouldn't make sense to have this. I guess having it for random battles, or able to be toggled, would work.

I commented several times, including a lengthy post splitting aspects of gunnery into discrete processes, that each individual component ought to be developed to the level of accuracy the devs feel is sufficient. What ought NOT be done, however, is to compromise any one of those as a way of addressing a problem with another. If you have a problem with the damage model, for example, you don't address it by playing with modifiers in the "hit calculation" process.

I for one would prefer to see each aspect of the combat model continue to develop closer and closer to what the devs perceive as their at least minimum acceptable level. I don't want to see them constantly juggling bits and pieces trying to chase specific results as that will be choosing to diminish the standard of the altered sections AND inevitably produce unintended consequences.

Cheers

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1 hour ago, Steeltrap said:

2. The penetration popup was initially intended to be able to be used in reverse so we could look at our own ships from the perspective of the enemy. Would be nice to have that enabled. On the other hand, however, if the campaign introduces proper 'fog of war' effects then it wouldn't make sense to have this. I guess having it for random battles, or able to be toggled, would work.

For myself, I'm not as against the bounty of information we currently get. I see it as viewing the situation through a Captain or Admiral's eye with possibly a specialist staff in support.

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16 hours ago, Cptbarney said:

Forgot about that, too be honest i don't want ships to be too inaccurate otherwise the game becomes incredibly boring, and frustrating as well, but not so that every single shell hits.

Needs too be a nice balance between the two.

ys8Wzqx.png

There's your balance between firepower, protection and mobility.

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For any remotely realistic system, the accuracy is going to be in the single digits. Since the probability of any individual shell hitting is low, if your concern is consistency/variance, the exact accuracy actually does not matter all that much because you can always trade it off with the number of shells, which can be done through some combination of time compression, rate of fire, number of guns, and just waiting around. The probability distribution of hits of 100 shells at 2% accuracy doesn't look appreciably different than that of 50 shells at 4% accuracy.

What does matter towards consistency is how deadly each individual hit is. The deadlier, the more wildly varying the results.

Edited by Evil4Zerggin
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3 hours ago, DougToss said:

ys8Wzqx.png

There's your balance between firepower, protection and mobility.

Fair enough, although you need to suggest ranges and caliber since that could be anything.

Although judging from limited in-game performance, this seems close to what we have now.

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8 minutes ago, Shaftoe said:

So, we're supposed to get Alpha 4 this week (unless something goes not as planned), huh? 

Exciting!

Yes, that's a reason I get a little twingey at the flood of comments - I'm afraid something would provoke them to make changes and push things back another week or two.

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1 hour ago, arkhangelsk said:

Yes, that's a reason I get a little twingey at the flood of comments - I'm afraid something would provoke them to make changes and push things back another week or two.

Relax. Guarding the forum usually doesn't help. Lol.

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Excited to try out the new update.

I hope to hear If there is any plans to make placement of certain parts (like towers for example) less restrictive where you could place them anywhere on a hull to be implemented in the next few updates.

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It would be great to have an option in the custom battles to choose the tech level for various parts of the shit. Similar to how in the naval academy you can have old tech guns and cutting edge armour on a pre dreadnought for instance, it would be cool to be able to adjust the individual tech levels to say simulate a costal battleship vs a modern cruiser or something else of the sort. 

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