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>>>Alpha-12 Feedback (v86 3/6/2021)<<<


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If this was truly the case I would not be surprised but disappointed... would love to actually design the submarines and use them like ships in the battle space. Although this would require entirely new game mechanics which the devs are for sure to take ages to release, what ever they come up with will be alright I guess but this leaves games like War on the Sea in a superior position for game mechanics.

Edited by Noobito
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On 7/19/2021 at 2:08 AM, Skeksis said:

Nick commented that the campaign was been programmed recently (possibly something else than other the sneak peek in alpha 1), this was after improved pathfinding (for the world map) was been programmed earlier, it could mean we’re going get something alittle different.   

I would say at least a very advance version of what we’re expecting, but what we’re expecting, RTW2 clone, isn’t a sure thing anymore. I don’t know, U-turns aren’t unusual so maybe there’s something new coming our way. 

I bought into the game for not a small amout of money where I live. I fully expect what I was promised, which is an rtw2 with graphics. anything less and I am refunding. 

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On 7/22/2021 at 5:00 AM, CapnAvont1015 said:

With us getting closer to the first core update I just realized we never touched on submar- I mean U-boats. We never really talked about how U-boats are going to work and affect the players fleet. Like are they a going to be bane of transport fleets? Are Destroyers and Cruisers going to destroy the class? How will Battleships and Battlecruisers defend themselves from U-boats? How will they're underwater mechanics work? So many things revolve around this class and yet we haven't talked about it. So do you guys U-boats are going to work and what mechanics you guys want to see?

there is a thread burried somwhere around here with core concepts of the game. if there it is stated that subs will just kill stuff overtime on the campaign map. either at the end of a turn if they go with a turn based system. or every couple of ticks if they go with a more paradox style system. so no subs in battle

also in that thread it is stated that aircraft and carriers are not planned for 1.0 and depending on the succes of the game, maybe not at all. 

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Oh man I dip out for a while and I miss some excellent drama, shame, looked delightful too.. remember when fishposting was cool?

Anyways, I'm just quietly awaiting a patch or news or something. I've been way to dang busynas of late to really play anything so no ontopic feed back from fish.

 

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On 7/22/2021 at 8:49 PM, Noobito said:

 I guess but this leaves games like War on the Sea in a superior position for game mechanics.

I've been meaning to ask, how did that turn out? One half of the Cold Waters team is working with MicroProse (!!!) on a Cold War title, and I understand the other half worked on War on the Sea. I've been meaning to try it but haven't gotten around to it yet. How did you find it?

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27 minutes ago, DougToss said:

I've been meaning to ask, how did that turn out? One half of the Cold Waters team is working with MicroProse (!!!) on a Cold War title, and I understand the other half worked on War on the Sea. I've been meaning to try it but haven't gotten around to it yet. How did you find it?

I saw a trailer for the game a while ago before people were able to get their hands on it. Never played it before but I've seen a few lets plays of it. As things stand in the market, this game is the direct competitor for UA:D although from what I've seen the game hasn't changed all too much since I simply haven't seen enough content for the game to make a good determination.

UA:D has variety on its side due to the ship designer but War on the Sea has beaten UA:D on game mechanics since it has submarine/anti-sub warfare, carriers and an internal ship repair mechanic plus a campaign which is something UA:D still doesn't have.

Edited by Noobito
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2 hours ago, DougToss said:

I was also surprised when I first saw this name pop back up again. According to Wikipedia:

Quote

In 2019, the MicroProse brand (then owned by Cybergun) was purchased and revived by David Lagettie, one of the makers of TitanIM open world military simulation software. Lagettie was a former developer for Bohemia Interactive at their Australian studios before starting his own company to create video game simulators to be used by military groups. Lagettie had been a fan of the original MicroProse games growing up, and as he saw the games ownership transition made the company eventually disappear, he started investigating the fate of MicroProse around 2005. When possible, he began buying whatever IP from MicroProse he could, including the name and original logo trademarks, allowing him to establish the new MicroProse as a games publisher by 2019.[38] Lagettie's acquisitions drew the attention of Stealey, who subsequently inquired Lagettie about his plans, leading to Stealey joining Lagettie in an unofficial manner in the new MicroProse.[38]

 

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4 hours ago, DougToss said:

how did that turn out?

Clunky UI, decent/good visuals, lackluster audio and repetitive campaign. Gameplay is fine, but it's still a naval game that fail to understand that staring at ships firing for 20 minutes with little interactions is not okay.

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5 hours ago, DougToss said:

I've been meaning to ask, how did that turn out? One half of the Cold Waters team is working with MicroProse (!!!) on a Cold War title, and I understand the other half worked on War on the Sea. I've been meaning to try it but haven't gotten around to it yet. How did you find it?

Vanilla game can be repetitive as Tounsansons mentions. However if you use TTE overhaul made by me i hope that can give you a good challenge. There is also another new mods compatible with TTE that adds new models to the game. The kido butai carrier force, the german ships and subs, etc.

If you are interested to see TTE in action watch some wolfpack345 videos on youtube. He is playing the american campaign with TTE installed.

Edited by o Barão
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18 hours ago, DougToss said:

I've been meaning to ask, how did that turn out? One half of the Cold Waters team is working with MicroProse (!!!) on a Cold War title, and I understand the other half worked on War on the Sea. I've been meaning to try it but haven't gotten around to it yet. How did you find it?

personally I like it but what works the best is "air vs ship" interaction because ship duels take forever and while you can manually aim your guns, it becomes really hard to hit anything beyond 13k yards.

 

There are also alot of little silly things which can annoy:

when creating a new formation the recognition book doesn't automatically change to your faction.

 

 

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I'm not sure if this is intended, but stacking the pen stat can have some very overpowered results. Used 20" guns w/ Super Heavy Shells and Tube Powder, and was able to achieve 100% chance of penetration against an enemy BB. It's not like it was an exceptionally poorly armored target either, the armor values were in line with what the AI usually goes with for ships of that type.
AfWfIDA.jpg
Vtk1Tec.jpg
 

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Can we get a preview of the features beeing worked on? Maybe you have some hull screenshots or fixed some bugs that plagued the game for ever? Maybe some screenshots of the campaign ui? Please its gonna take 15 minutes of your worktime and we will be satisfied for at least a month.

E: don't even bother with your ussual speach, don't "welcome admirals" us, we get you RP. Just say "grab some screen shots..." and follow it with screenshots, no more text, show don't tell kinda content. 

Edited by DerRichtigeArzt
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17 hours ago, Admiral Short said:

Could we please be able to use SAP (Semi Armour Piercing) as that was used a lot historically. As a specific example SAP was used by the Royal navy on its cruisers and destroyers.

In fact SAP proved to be a disappointment. The RN concluded they'd have been better off sticking with a standard/HE shell.

If you're interested in SAP due to exposure in WoWS, you might want to know that the way it works there, as with everything else in that game other than the models (which do look terrific), is 99% BS.

That's not to say it couldn't be implemented here.

My own view is the entire core sections of propellant, shells, bursting charge, penetration and damage are still WAAAAY off the mark. Adding yet another shell type would merely make things worse, or at least stop them doing something about fixing the current state of affairs.

Cheers

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Fired up the game for the first time in a long time.

My view of campaign hasn't changed.

I don't care what the campaign does/doesn't do if the reason for it, namely putting ship development and resulting battles into context, is largely pointless because said battles are still miles from anything realistic.

Just one favourite bugbear: it's good to see the AI tends to build warships with Max bulkheads. Trouble is, that's still the magic ticket to zombie ships. Pound the hell out of one and it'll likely survive unless total overkill.

In the scenario I tend to play as a test for all new versions (easy to assess what's changed when you use only one or two scenarios), namely Armed Convoy, I simply ignore the warships and sink all the merchants. It's made easier by the fact the AI is clueless about how to use its forces to attempt to prevent that. They sail off in one direction while the merchants head off in another. They don't use their 2 pre-dread BBs, CA and 2xCL to attempt to get between me and their merchants.

I finished the scenario in 11 minutes (you have an hour). I did sink a CL, but that's because it tried the usual foolish YOLO run to launch torps at 5km (which missed) and even max bulkheads weren't enough to save it from 12x12" and 6x6" firing at those ranges. It didn't wait until the BBs were in any sort of effective screening and firing position (they never achieved that, sailing AWAY from the merchants and not even on an intercept course with me), nor team up with the other CL, etc etc. If the AI uses the "guard" function as an escort force, then that remains woefully inadequate.

I've learned enough about the mechanics to know how a fight will go as soon as I can assess the enemy ships. I've got a lot of experience through playing this one scenario again and again, several times with each update, so I can see what works best given any changes. I've not touched on anything other than the element of bulkheads, which I've been banging on about for well over a year, and two small points about the AI.

My point, assuming anyone's still reading, is what does a campaign achieve if these are valid observations on the state of just a few of the truly vital core elements? Why would I care about the campaign when the battles remain, in my opinion at least, various forms of "silly"? I wouldn't, and indeed don't.

Leaving me aside, I'm interested/concerned how others view such things. I'm particularly worried how new players will take it, although clearly the game isn't going to be released any time this year so that's likely not a concern for now.

As usual, none of this is meant as a killjoy. I happen to think you need to build a campaign on the core elements of ship design and battle being largely nailed down. If they are regarded as such, well, I'll say no more.

Hope all of you are well.

Cheers

Edited by Steeltrap
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Your appraisal is more-or-less the same as mine, though it is nice to see that you took a peek at development around the same time I did. 

I'd love to hear more about SAP if you're up to it. Was it supposed to function like simple HE Delay fused rounds? Base fused? 

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