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My 5 ideas


Kriegssturm01

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My idears are about more ship types and warfares and gameplay in general.

1.The first is adding submarine warfare. This includes anti-submarine wappons of course. You can use the sonar for sub detection...

2.Next is adding mines and methods to place, detect and get rid of them.

3.Situational positioning (of ships and objects) and maps. Like raiding or attacking a port or islands or just having islands (can be uninhabited and uninhabitable) for cover and more shallow water where bigger ships can't drive without beaching or subs can't be submerged there. When it comes to inhabited islands it will be difficult because than you maybe need fortifications ,infantrie to take them and many other things.

4.Aerial combat. With that you can add anti-air weapons, planes, planecarriers and also airfields (on islands) (see 4th idea)

5.And last but not least crew count. A ship can't function without a crew so my idea is with ships you should be able to add different amounts of crew for general efficiency the bigger the number so more damage control and repair crews can you have to repair faster and put out fires faster but you would gain weight and cost because a person as a weight and needs a sailary. you can also have bigger numbers so that they can replace dead crew and if the crew gets smaller than the efficency drops with it and if it reaches a to small number it is destroyed because it can't realy function anymore. The crew can also multitask so that the gunners would help with putting out the fires of example or switch to a different kind of weapon or just to a weapon located elsewhere.

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On 8/15/2020 at 8:04 PM, Kriegssturm01 said:

My idears are about more ship types and warfares and gameplay in general.

1.The first is adding submarine warfare. This includes anti-submarine wappons of course. You can use the sonar for sub detection...

2.Next is adding mines and methods to place, detect and get rid of them.

3.Situational positioning (of ships and objects) and maps. Like raiding or attacking a port or islands or just having islands (can be uninhabited and uninhabitable) for cover and more shallow water where bigger ships can't drive without beaching or subs can't be submerged there. When it comes to inhabited islands it will be difficult because than you maybe need fortifications ,infantrie to take them and many other things.

4.Aerial combat. With that you can add anti-air weapons, planes, planecarriers and also airfields (on islands) (see 4th idea)

5.And last but not least crew count. A ship can't function without a crew so my idea is with ships you should be able to add different amounts of crew for general efficiency the bigger the number so more damage control and repair crews can you have to repair faster and put out fires faster but you would gain weight and cost because a person as a weight and needs a sailary. you can also have bigger numbers so that they can replace dead crew and if the crew gets smaller than the efficency drops with it and if it reaches a to small number it is destroyed because it can't realy function anymore. The crew can also multitask so that the gunners would help with putting out the fires of example or switch to a different kind of weapon or just to a weapon located elsewhere.

https://www.dreadnoughts.ultimateadmiral.com/the-playing-modes

Follow this link. Points 1 and 2 and are described there.

Point 3: Devs said that they plan to add battles near coastline.

Point 4 has been discussed many times and people ask about this over and over again (especially in Steam discussions) Devs said that they will consider adding aircrafts and carriers after they finish all rpomised features of the game.

Point 5 is described here: https://www.dreadnoughts.ultimateadmiral.com/post/deep-battle-system

 

Edited by Aceituna
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2 minutes ago, Aceituna said:

https://www.dreadnoughts.ultimateadmiral.com/the-playing-modes

Follow this link. Points 1, 2 and 5 are described there.

Point 3: Devs said that they plan to add battles near coastline.

Point 4 has been discussed many times and people ask about this over and oves again (especially in Steam discussions) Devs said that they will consider adding aircrafts and carriers after they finish all rpomised features of the game.

 

Most people never read anything, just slap on something that already existed because they think its a brilliant idea not yet discussed. But if they spent as much time doing thats as the did doing some basic research places like this wouldn't get flooded.

No wonder the world is the way it is.

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10 hours ago, Cptbarney said:

Most people never read anything, just slap on something that already existed because they think its a brilliant idea not yet discussed. But if they spent as much time doing thats as the did doing some basic research places like this wouldn't get flooded.

No wonder the world is the way it is.

Actially i had considered that it is already planned.

I should have named my threat: What i hope to see in the game

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10 hours ago, Aceituna said:

https://www.dreadnoughts.ultimateadmiral.com/the-playing-modes

Follow this link. Points 1 and 2 and are described there.

Point 3: Devs said that they plan to add battles near coastline.

Point 4 has been discussed many times and people ask about this over and oves again (especially in Steam discussions) Devs said that they will consider adding aircrafts and carriers after they finish all rpomised features of the game.

Point 5 is described here: https://www.dreadnoughts.ultimateadmiral.com/post/deep-battle-system

 

look above

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13 hours ago, Cptbarney said:

Most people never read anything, just slap on something that already existed because they think its a brilliant idea not yet discussed. But if they spent as much time doing thats as the did doing some basic research places like this wouldn't get flooded.

No wonder the world is the way it is.

Chill Barney, we gotta be welcoming to new members of the forum.

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11 hours ago, BobRoss0902 said:

Chill Barney, we gotta be welcoming to new members of the forum.

Yeah i know, but i'd rather the forums not get clogged up so early as the devs could use the space to properly decern feedback (i.e not have to spend years filtering through everything which makes their jobs easier and quicker which allows them to start work earlier.).

also i guess the heatwave didn't help either.

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