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Posted

Hello again Admirals,

Since our last post regarding the upcoming big update we have made significant progress not only on finalizing the first campaign version but also on adding new and very important features. 

Besides the many new hulls for Italy and other nations, we added a brand new hull model based on the Russian Battleship project “Sovetsky Soyuz” and several new ship variations for the Russian Navy. We added even more depth in the armor zone system by making the belt, deck and gun armoring layers more detailed, giving you much more design freedom.

The most important new feature is the new crew system. Ships will now have crew which will greatly affect the ships’ performance in battle while in campaign they will be a crucial resource for maintaining your fleet in a functional state. 

Crew is a very important factor for the campaign and will need your extensive testing. So we decided to give out a pre-patch, which includes all the new features but without a playable campaign yet.

We are going to improve the campaign version while you enjoy all the new features offered by the patch. Your impressions and ideas on the new crew system, will be utilized to optimize the final campaign patch, which will be available in the coming days.

Please read below all the improvements we have prepared for you for this patch:

*==============================*
*Core Patch 0.5*
*==============================*


NEW FEATURES

  • New Crew Mechanics: Ships now have crew which you can manage not only in campaign but also in Naval Academy and Custom Battles, affecting your ship design decisions significantly. Crew losses during combat will affect several aspects of ships’ functions, making battles more realistic. 
  • Ship Design Saves: Finally, you can now save your favourite designs in Custom Battles! The system works similarly as for the Naval Academy. You will be able to save and reuse your designs depending on the technology year and the ship types used for the battle.
  • Battles Saves: You can now save your custom battles or Naval Academy missions at any time during battle gameplay! Load them at your next play session from the special “Load” button found in Custom Battles and Naval Academy.
  • Design Custom Battle AI: Now you can design not only one type but all the participating ship types for your fleet in Custom Battles. A new interface helps you to browse all available ship types that you want to design prior to the battle. 
  • New “Propellant/Shell Charge” components: The old “Explosives” component which included, temporarily, options both for Propellant and Shell Charge has become split into two new categories named “Propellant” and “Shell Charge”. The new vital characteristics for the shells used in your ship will play a very important role for your designs. 
  • New “Rudder Type” component: Rudders are categorized in three generic settings, “Balanced”, “Semi-Balanced”, “Unbalanced” affecting the maneuverability of your ships.
  • New Operational Range functionality: Operational Range is now properly measured in Km and is affected by ship design.
  • New Conning Tower armor: Now the Conning Tower armor is properly depended according to the weight of the main tower. Previously it was only a crude multiplier of weight and thus it was very light in large warships causing excessive free tonnage.
  • New Superstructure armor: The new armor zone is properly protecting the Towers and Funnels and its weight is included in ship design evaluations (previously the armor for Towers and Funnels was much simpler).
  • New Belt & Deck armor: The extended Belt/Deck armor zones are split into the corresponding Bow/Stern sections, so that you can edit different armor settings for the front and rear armor protection of the ship.
  • New detailed Gun armor: Each gun type can now be armored with side and top armor according to its caliber and type. Previously the gun armor system was much more limited, layered differently according to two only different zones for main guns and secondary guns.
  • Keyboard input values for Displacement and Speed: Now you can alternatively type the desired values instead of using the slider.

18x NEW HULLS

  • The Italian “Littorio-class Battleship” can now be recreated in a hull base between 45,000 and 75,000 tons for Italy after 1936.
  • The Russian battleship “Sovetsky Soyuz” that was never completed can now be built with a displacement between 63,000 and 83,000 tons after 1936.
  • New Italian “Super Battleship” available after 1936 with a displacement between 76,500 and 92,500 tons.
  • New Russian “Experimental Battlecruiser” which resembles the Stalingrad Battlecruiser. It is available after 1935 and has a displacement between 41,000 and 51,000 tons.
  • New Italian “Modern Battlecruiser II” available after 1935 with a displacement between 39,500 and 54,500 tons.
  • New Italian “Large Cruiser II” available after 1929 with a displacement between 32,500 and 42,500 tons.
  • New Russian “Super Cruiser” available after 1934 with a displacement between 19,000 and 23,000 tons.
  • New Russian “Heavy Cruiser III” available after 1925 with a displacement between 14,700 and 17,500 tons.
  • New Italian “Heavy Cruiser ΙΙ” available after 1934 with a displacement between 16,500 and 19,500 tons.
  • New Italian “Modern Light Cruiser II” available after 1930 with a displacement between 8,000 and 11,000 tons.
  • New Italian “Compact Light Cruiser” available after 1930 with a displacement between 6,700 and 8,000 tons.
  • New Italian “Hybrid Destroyer” available after 1936 with a displacement between 3,500 and 4,500 tons.
  • New Chinese “Super Battleship” available after 1936 with a displacement between 74,500 and 82,500 tons.
  • New Spanish “Super Battleship” available after 1936 with a displacement between 75,500 and 87,500 tons.
  • New British “Super Battleship” available after 1936 with a displacement between 80,500 and 92,500 tons.
  • New Austro-Hungarian “Super Battleship” available after 1936 with a displacement between 89,500 and 101,500 tons.
  • New Russian “Super Battleship II” available after 1936 with a displacement between 86,000 and 117,000 tons.
  • New "Small Dreadnought" available between 1906 and 1918 for Germany and Austro-Hungary with a displacement spanning from 18,000 to 20,500 tons.
  • Additionally:  Various new ship parts became available in previous hulls.

NEW GUNS

  • New Special Italian Guns for 3-inch up to 8-inch caliber ranging from Mark 3 to Mark 5.
  • New Special Italian Guns for 12-inch up to 20-inch ranging from Mark 1 to Mark 5.
  • New Special Russian guns for 2-inch up to 8-inch ranging from Mark 3 to Mark 5.
  • New Special Russian Guns for 9-inch up to 20-inch ranging from Mark 1 to Mark 5.

BALANCES

  • Shell Ballistics/Weights/Costs have been rebalanced to support the new Propellant/Shell Charge components.
  • Belt Armor weight has been increased by about 10% (it could become rather light in the late technology era).
  • Torpedo Protection now contributes slightly to the Hull Resistance, making it useful not only against torpedoes.
  • Overpenetration mechanics improved. You should not get excessive overpens against torpedo boats, destroyers and generally unarmored ships.
  • Fires are extinguished less easily, so they can have more impact on ships. 
  • Various others minor.

AI

  • Friendly AI division commander has been reworked.
  • Improved further the AI design system.
  • Improved further the opponent AI.

BUGS & OTHER FIXES

  • Fixed guns that could not rotate during battle. The problem was caused by errors in colliders which allowed guns to be placed very near to the superstructure which blocked their rotation.
  • Fixed rotation of guns that were mounted on turrets.
  • Fixed bug that was related with Attach/Detach of divisions.
  • Repairs in the LOD of the new torpedo models. They could cause, very rarely, the “Too many threads'' error in low-end systems.
  • Fixed bug that could make early torpedo boats to have 12 inches belt armor in Custom Battles.
  • Fixes on the availability of German/Italian/Austro-Hungarian cruisers of the 1900s.
  • Fixed bugs that could cause great delays during the Auto-Design processes.
  • Fixed a Battle UI issue that showed inactive components still active on the list.
  • Fixed issue with 17-inch guns of mark 3 that could be researched slower than they should.
  • Various hull and gun fixes as per feedback.

GRAPHICS & OPTIONS

  • New settings with more available details for configuring the optimal graphics settings for your system.

Thank you for reading! The patch is scheduled to arrive this week.


 

  • Like 23
Posted (edited)

oi lads, an update!

@Stormnet @HusariuS @Marshall99 @Bluishdoor76 @IronKaputt @TotalRampage @Koogus @1MajorKoenig @ThatZenoGuy @Skeksis @CapnAvont1015 @Zuikaku @Airzerg @SonicB @Speglord @Commander-Alexander-Reed @Steeltrap @Hangar18 @Jatzi @Danvanthevacuumman @Gangut 

And god knows who else i missed oh hold on.

@Aceituna Forgive me as it's 27oC where i am. @Tousansons soz lol. @Dracohere it is lol.

Very noice too see this btw.

Edited by Cptbarney
  • Like 6
Posted
24 minutes ago, Danvanthevacuumman said:

so campaign patch coming in few days

1 hour ago, Nick Thomadis said:

Hello again Admirals,

...we decided to give out a pre-patch, which includes all the new features but without a playable campaign yet.
 

Posted
12 minutes ago, TAKTCOM said:

 

There is this however.

"Your impressions and ideas on the new crew system, will be utilized to optimize the final campaign patch, which will be available in the coming days."

  • Like 1
Posted
1 hour ago, Nick Thomadis said:

Hello again Admirals,

Since our last post regarding the upcoming big update we have made significant progress not only on finalizing the first campaign version but also on adding new and very important features. 

Besides the many new hulls for Italy and other nations, we added a brand new hull model based on the Russian Battleship project “Sovetsky Soyuz” and several new ship variations for the Russian Navy. We added even more depth in the armor zone system by making the belt, deck and gun armoring layers more detailed, giving you much more design freedom.

The most important new feature is the new crew system. Ships will now have crew which will greatly affect the ships’ performance in battle while in campaign they will be a crucial resource for maintaining your fleet in a functional state. 

Crew is a very important factor for the campaign and will need your extensive testing. So we decided to give out a pre-patch, which includes all the new features but without a playable campaign yet.

We are going to improve the campaign version while you enjoy all the new features offered by the patch. Your impressions and ideas on the new crew system, will be utilized to optimize the final campaign patch, which will be available in the coming days.

Please read below all the improvements we have prepared for you for this patch:

*==============================*
*Core Patch 0.5*
*==============================*


NEW FEATURES

  • New Crew Mechanics: Ships now have crew which you can manage not only in campaign but also in Naval Academy and Custom Battles, affecting your ship design decisions significantly. Crew losses during combat will affect several aspects of ships’ functions, making battles more realistic. 
  • Ship Design Saves: Finally, you can now save your favourite designs in Custom Battles! The system works similarly as for the Naval Academy. You will be able to save and reuse your designs depending on the technology year and the ship types used for the battle.
  • Battles Saves: You can now save your custom battles or Naval Academy missions at any time during battle gameplay! Load them at your next play session from the special “Load” button found in Custom Battles and Naval Academy.
  • Design Custom Battle AI: Now you can design not only one type but all the participating ship types for your fleet in Custom Battles. A new interface helps you to browse all available ship types that you want to design prior to the battle. 
  • New “Propellant/Shell Charge” components: The old “Explosives” component which included, temporarily, options both for Propellant and Shell Charge has become split into two new categories named “Propellant” and “Shell Charge”. The new vital characteristics for the shells used in your ship will play a very important role for your designs. 
  • New “Rudder Type” component: Rudders are categorized in three generic settings, “Balanced”, “Semi-Balanced”, “Unbalanced” affecting the maneuverability of your ships.
  • New Operational Range functionality: Operational Range is now properly measured in Km and is affected by ship design.
  • New Conning Tower armor: Now the Conning Tower armor is properly depended according to the weight of the main tower. Previously it was only a crude multiplier of weight and thus it was very light in large warships causing excessive free tonnage.
  • New Superstructure armor: The new armor zone is properly protecting the Towers and Funnels and its weight is included in ship design evaluations (previously the armor for Towers and Funnels was much simpler).
  • New Belt & Deck armor: The extended Belt/Deck armor zones are split into the corresponding Bow/Stern sections, so that you can edit different armor settings for the front and rear armor protection of the ship.
  • New detailed Gun armor: Each gun type can now be armored with side and top armor according to its caliber and type. Previously the gun armor system was much more limited, layered differently according to two only different zones for main guns and secondary guns.
  • Keyboard input values for Displacement and Speed: Now you can alternatively type the desired values instead of using the slider.

18x NEW HULLS

  • The Italian “Littorio-class Battleship” can now be recreated in a hull base between 45,000 and 75,000 tons for Italy after 1936.
  • The Russian battleship “Sovetsky Soyuz” that was never completed can now be built with a displacement between 63,000 and 83,000 tons after 1936.
  • New Italian “Super Battleship” available after 1936 with a displacement between 76,500 and 92,500 tons.
  • New Russian “Experimental Battlecruiser” which resembles the Stalingrad Battlecruiser. It is available after 1935 and has a displacement between 41,000 and 51,000 tons.
  • New Italian “Modern Battlecruiser II” available after 1935 with a displacement between 39,500 and 54,500 tons.
  • New Italian “Large Cruiser II” available after 1929 with a displacement between 32,500 and 42,500 tons.
  • New Russian “Super Cruiser” available after 1934 with a displacement between 19,000 and 23,000 tons.
  • New Russian “Heavy Cruiser III” available after 1925 with a displacement between 14,700 and 17,500 tons.
  • New Italian “Heavy Cruiser ΙΙ” available after 1934 with a displacement between 16,500 and 19,500 tons.
  • New Italian “Modern Light Cruiser II” available after 1930 with a displacement between 8,000 and 11,000 tons.
  • New Italian “Compact Light Cruiser” available after 1930 with a displacement between 6,700 and 8,000 tons.
  • New Italian “Hybrid Destroyer” available after 1936 with a displacement between 3,500 and 4,500 tons.
  • New Chinese “Super Battleship” available after 1936 with a displacement between 74,500 and 82,500 tons.
  • New Spanish “Super Battleship” available after 1936 with a displacement between 75,500 and 87,500 tons.
  • New British “Super Battleship” available after 1936 with a displacement between 80,500 and 92,500 tons.
  • New Austro-Hungarian “Super Battleship” available after 1936 with a displacement between 89,500 and 101,500 tons.
  • New Russian “Super Battleship II” available after 1936 with a displacement between 86,000 and 117,000 tons.
  • New "Small Dreadnought" available between 1906 and 1918 for Germany and Austro-Hungary with a displacement spanning from 18,000 to 20,500 tons.
  • Additionally:  Various new ship parts became available in previous hulls.

NEW GUNS

  • New Special Italian Guns for 3-inch up to 8-inch caliber ranging from Mark 3 to Mark 5.
  • New Special Italian Guns for 12-inch up to 20-inch ranging from Mark 1 to Mark 5.
  • New Special Russian guns for 2-inch up to 8-inch ranging from Mark 3 to Mark 5.
  • New Special Russian Guns for 9-inch up to 20-inch ranging from Mark 1 to Mark 5.

BALANCES

  • Shell Ballistics/Weights/Costs have been rebalanced to support the new Propellant/Shell Charge components.
  • Belt Armor weight has been increased by about 10% (it could become rather light in the late technology era).
  • Torpedo Protection now contributes slightly to the Hull Resistance, making it useful not only against torpedoes.
  • Overpenetration mechanics improved. You should not get excessive overpens against torpedo boats, destroyers and generally unarmored ships.
  • Fires are extinguished less easily, so they can have more impact on ships. 
  • Various others minor.

AI

  • Friendly AI division commander has been reworked.
  • Improved further the AI design system.
  • Improved further the opponent AI.

BUGS & OTHER FIXES

  • Fixed guns that could not rotate during battle. The problem was caused by errors in colliders which allowed guns to be placed very near to the superstructure which blocked their rotation.
  • Fixed rotation of guns that were mounted on turrets.
  • Fixed bug that was related with Attach/Detach of divisions.
  • Repairs in the LOD of the new torpedo models. They could cause, very rarely, the “Too many threads'' error in low-end systems.
  • Fixed bug that could make early torpedo boats to have 12 inches belt armor in Custom Battles.
  • Fixes on the availability of German/Italian/Austro-Hungarian cruisers of the 1900s.
  • Fixed bugs that could cause great delays during the Auto-Design processes.
  • Fixed a Battle UI issue that showed inactive components still active on the list.
  • Fixed issue with 17-inch guns of mark 3 that could be researched slower than they should.
  • Various hull and gun fixes as per feedback.

GRAPHICS & OPTIONS

  • New settings with more available details for configuring the optimal graphics settings for your system.

Thank you for reading! The patch is scheduled to arrive this week.


 

thanks for the update

the only thing I particularly object to is the belt weight increase since a thick belt is needed to counter the AI's regular use of 19 and 20-inch guns, unless the resistance increases are meant to offset this

crew mechanics and design saves sound nice

Russian SHBB2 should top out at about 105 to 110k tons rather than 117k in order to rein in power creep

some suggestion for the future:

  • USA could use some modernized dreadnought hulls to represent the big 5 or the Tillmans, with appropriate advanced cage masts
  • adding a spall liner to protect against HE and shrapnel from spalling/non-penetrating hits would be a nice addition
  • more dreadnought 2,3,and 4 hulls (they're all the same across all countries)
  • Like 4
Posted
1 hour ago, Cptbarney said:

oi lads, an update!

@Stormnet @HusariuS @Marshall99 @Bluishdoor76 @IronKaputt @TotalRampage @Koogus @1MajorKoenig @ThatZenoGuy @Skeksis @CapnAvont1015 @Zuikaku @Airzerg @SonicB @Speglord @Commander-Alexander-Reed @Steeltrap @Hangar18 @Jatzi @Danvanthevacuumman @Gangut 

And god knows who else i missed oh hold on.

@Aceituna Forgive me as it's 27oC where i am. @Tousansons soz lol

Very noice too see this btw.

Thanks for the ping Vasili!

  • Like 1
Posted
1 hour ago, Nick Thomadis said:

Hello again Admirals,

Since our last post regarding the upcoming big update we have made significant progress not only on finalizing the first campaign version but also on adding new and very important features. 

Besides the many new hulls for Italy and other nations, we added a brand new hull model based on the Russian Battleship project “Sovetsky Soyuz” and several new ship variations for the Russian Navy. We added even more depth in the armor zone system by making the belt, deck and gun armoring layers more detailed, giving you much more design freedom.

The most important new feature is the new crew system. Ships will now have crew which will greatly affect the ships’ performance in battle while in campaign they will be a crucial resource for maintaining your fleet in a functional state. 

Crew is a very important factor for the campaign and will need your extensive testing. So we decided to give out a pre-patch, which includes all the new features but without a playable campaign yet.

We are going to improve the campaign version while you enjoy all the new features offered by the patch. Your impressions and ideas on the new crew system, will be utilized to optimize the final campaign patch, which will be available in the coming days.

Please read below all the improvements we have prepared for you for this patch:

*==============================*
*Core Patch 0.5*
*==============================*


NEW FEATURES

  • New Crew Mechanics: Ships now have crew which you can manage not only in campaign but also in Naval Academy and Custom Battles, affecting your ship design decisions significantly. Crew losses during combat will affect several aspects of ships’ functions, making battles more realistic. 
  • Ship Design Saves: Finally, you can now save your favourite designs in Custom Battles! The system works similarly as for the Naval Academy. You will be able to save and reuse your designs depending on the technology year and the ship types used for the battle.
  • Battles Saves: You can now save your custom battles or Naval Academy missions at any time during battle gameplay! Load them at your next play session from the special “Load” button found in Custom Battles and Naval Academy.
  • Design Custom Battle AI: Now you can design not only one type but all the participating ship types for your fleet in Custom Battles. A new interface helps you to browse all available ship types that you want to design prior to the battle. 
  • New “Propellant/Shell Charge” components: The old “Explosives” component which included, temporarily, options both for Propellant and Shell Charge has become split into two new categories named “Propellant” and “Shell Charge”. The new vital characteristics for the shells used in your ship will play a very important role for your designs. 
  • New “Rudder Type” component: Rudders are categorized in three generic settings, “Balanced”, “Semi-Balanced”, “Unbalanced” affecting the maneuverability of your ships.
  • New Operational Range functionality: Operational Range is now properly measured in Km and is affected by ship design.
  • New Conning Tower armor: Now the Conning Tower armor is properly depended according to the weight of the main tower. Previously it was only a crude multiplier of weight and thus it was very light in large warships causing excessive free tonnage.
  • New Superstructure armor: The new armor zone is properly protecting the Towers and Funnels and its weight is included in ship design evaluations (previously the armor for Towers and Funnels was much simpler).
  • New Belt & Deck armor: The extended Belt/Deck armor zones are split into the corresponding Bow/Stern sections, so that you can edit different armor settings for the front and rear armor protection of the ship.
  • New detailed Gun armor: Each gun type can now be armored with side and top armor according to its caliber and type. Previously the gun armor system was much more limited, layered differently according to two only different zones for main guns and secondary guns.
  • Keyboard input values for Displacement and Speed: Now you can alternatively type the desired values instead of using the slider.

18x NEW HULLS

  • The Italian “Littorio-class Battleship” can now be recreated in a hull base between 45,000 and 75,000 tons for Italy after 1936.
  • The Russian battleship “Sovetsky Soyuz” that was never completed can now be built with a displacement between 63,000 and 83,000 tons after 1936.
  • New Italian “Super Battleship” available after 1936 with a displacement between 76,500 and 92,500 tons.
  • New Russian “Experimental Battlecruiser” which resembles the Stalingrad Battlecruiser. It is available after 1935 and has a displacement between 41,000 and 51,000 tons.
  • New Italian “Modern Battlecruiser II” available after 1935 with a displacement between 39,500 and 54,500 tons.
  • New Italian “Large Cruiser II” available after 1929 with a displacement between 32,500 and 42,500 tons.
  • New Russian “Super Cruiser” available after 1934 with a displacement between 19,000 and 23,000 tons.
  • New Russian “Heavy Cruiser III” available after 1925 with a displacement between 14,700 and 17,500 tons.
  • New Italian “Heavy Cruiser ΙΙ” available after 1934 with a displacement between 16,500 and 19,500 tons.
  • New Italian “Modern Light Cruiser II” available after 1930 with a displacement between 8,000 and 11,000 tons.
  • New Italian “Compact Light Cruiser” available after 1930 with a displacement between 6,700 and 8,000 tons.
  • New Italian “Hybrid Destroyer” available after 1936 with a displacement between 3,500 and 4,500 tons.
  • New Chinese “Super Battleship” available after 1936 with a displacement between 74,500 and 82,500 tons.
  • New Spanish “Super Battleship” available after 1936 with a displacement between 75,500 and 87,500 tons.
  • New British “Super Battleship” available after 1936 with a displacement between 80,500 and 92,500 tons.
  • New Austro-Hungarian “Super Battleship” available after 1936 with a displacement between 89,500 and 101,500 tons.
  • New Russian “Super Battleship II” available after 1936 with a displacement between 86,000 and 117,000 tons.
  • New "Small Dreadnought" available between 1906 and 1918 for Germany and Austro-Hungary with a displacement spanning from 18,000 to 20,500 tons.
  • Additionally:  Various new ship parts became available in previous hulls.

NEW GUNS

  • New Special Italian Guns for 3-inch up to 8-inch caliber ranging from Mark 3 to Mark 5.
  • New Special Italian Guns for 12-inch up to 20-inch ranging from Mark 1 to Mark 5.
  • New Special Russian guns for 2-inch up to 8-inch ranging from Mark 3 to Mark 5.
  • New Special Russian Guns for 9-inch up to 20-inch ranging from Mark 1 to Mark 5.

BALANCES

  • Shell Ballistics/Weights/Costs have been rebalanced to support the new Propellant/Shell Charge components.
  • Belt Armor weight has been increased by about 10% (it could become rather light in the late technology era).
  • Torpedo Protection now contributes slightly to the Hull Resistance, making it useful not only against torpedoes.
  • Overpenetration mechanics improved. You should not get excessive overpens against torpedo boats, destroyers and generally unarmored ships.
  • Fires are extinguished less easily, so they can have more impact on ships. 
  • Various others minor.

AI

  • Friendly AI division commander has been reworked.
  • Improved further the AI design system.
  • Improved further the opponent AI.

BUGS & OTHER FIXES

  • Fixed guns that could not rotate during battle. The problem was caused by errors in colliders which allowed guns to be placed very near to the superstructure which blocked their rotation.
  • Fixed rotation of guns that were mounted on turrets.
  • Fixed bug that was related with Attach/Detach of divisions.
  • Repairs in the LOD of the new torpedo models. They could cause, very rarely, the “Too many threads'' error in low-end systems.
  • Fixed bug that could make early torpedo boats to have 12 inches belt armor in Custom Battles.
  • Fixes on the availability of German/Italian/Austro-Hungarian cruisers of the 1900s.
  • Fixed bugs that could cause great delays during the Auto-Design processes.
  • Fixed a Battle UI issue that showed inactive components still active on the list.
  • Fixed issue with 17-inch guns of mark 3 that could be researched slower than they should.
  • Various hull and gun fixes as per feedback.

GRAPHICS & OPTIONS

  • New settings with more available details for configuring the optimal graphics settings for your system.

Thank you for reading! The patch is scheduled to arrive this week.


 

TFW New update | Team Fortress 2 | Know Your Meme   

Sovetsky Soyuz

Mention all the Problems you can on the Sovetsky Soyuz-Class of Battleships  - Battleship Era - World of Warships official forum    

Tired of the Soldier's Smile, so founded a better one (from Doctor Lalve):  dankmemes

Posted
1 hour ago, Cptbarney said:

There is this however.

"Your impressions and ideas on the new crew system, will be utilized to optimize the final campaign patch, which will be available in the coming days."

Well, yes. It's just that the company we've all been waiting has moved away for a few months more.

3280600_original.gif

  • Like 1
Posted

all i want to know its how the crew will work and here is an idea lets say we build a cruiser and fully training crew on that ship the would be really bad at command a battleship also you need to be carefull to not loose a cruiser or battleship with fully trained crew

Posted
Just now, kineuhansen said:

all i want to know its how the crew will work and here is an idea lets say we build a cruiser and fully training crew on that ship the would be really bad at command a battleship also you need to be carefull to not loose a cruiser or battleship with fully trained crew

I was thinking a basic veterancy system in which the ship's crew gains more skill as they perform more training or combat missions sorta like in HOI4

  • Like 2
Posted
3 minutes ago, Werwaz said:

I was thinking a basic veterancy system in which the ship's crew gains more skill as they perform more training or combat missions sorta like in HOI4

could be fun with both

  • Like 1
Posted
2 minutes ago, Jatzi said:

The sun will die before we get the campaign at this rate

at least they gave us custom battle saves

  • Like 2
Posted
4 minutes ago, Tycondero said:

I am afraid not. I fear that the "coming few days" is meant for this pre-campaign patch. 

Hopefully, we get more places to visit. A better battle system than the RTW's one and also forts and maybe mines too.

Posted
1 minute ago, CapnAvont1015 said:

But hey at least we were right. They were adding more content. I can't wait to get that Sovetsky Soyuz in my virtual hands.

True, from my pov it wouldn't of made sense if it was just bug fixes. They added quite a lot more actually especially mechanical wise for armour. Slow steps i guess but important steps.

 

  • Like 3
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