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Player Suggestions March 2022


Seaeagle

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So i have now played the German Side til March 1892. I hope that there will be more good stuff coming keep it up . As my suggestions are as follows : 1. - the automated Sailing is a little bugged in my oppinion (Why)-> if u have more then three ships in the orbit then sometimes my planning would function but the KI things otherwise and corrects there way or whats even worse he stops ships in seconds from like 20 kn to 3 or so 2. - it would be good to see the other countries finances or a spionage system where u see whats researched or how many ships at all are in the building stage 3. -in the early stages u are hitting jake. Is that wanted? I would tweek that a little 4. - i don't know why but England has a lot of Sailors it seems because there where pumping out ships but must had enough for that. Would it be possible to see the other side Recruiting adjustment could go into the spionage menu or so. I hope these suggestions are good to use and unterstandable because i'm not a native speaker. have fun guys.

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  • 2 weeks later...

Another this I was wondering about was how about a technology that Increases or decreases a gun calibre by .1 .2 .3 .4 or .5 of an inch so for example you wanted to have 13.5 inch guns you could either have 13in guns with the tech selected for a .5in increase or you could have 14in guns with a .5in decrease 

so the 13s increased would have say lower weight & more accuracy but less range & dmg while decreased 14s would have more range & dmg but more weight and less accurate

I was thinking this could be in the tech bit at the left where you pick the shell types and loading mech ect

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I'm thinking about caliber shells that destroyers, cruisers, battlecruisers and battleships has, depending what size of guns and even the damage output do they have, such as 40 caliber, 45 caliber, 48 caliber, 50 caliber, 51 caliber, 55 caliber, 60 caliber and 65 caliber. I hope this technology would be added in the game instead of changing shell size from light to super heavy

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29 minutes ago, IsmaelMolina2021 said:

I'm thinking about caliber shells that destroyers, cruisers, battlecruisers and battleships has, depending what size of guns and even the damage output do they have, such as 40 caliber, 45 caliber, 48 caliber, 50 caliber, 51 caliber, 55 caliber, 60 caliber and 65 caliber. I hope this technology would be added in the game instead of changing shell size from light to super heavy

Problem is those aren't the calibre or shells they are the calibre of the guns. In large guns the you have 2 numbers for example the Bismarck had 38cm(15in) L/52 guns. That means the calibre was 38cm and the barrel was 52 calibres long so 52x38cm (although technically bismarcks guns were 51.66 calibres long but they rounded it up lol) those numbers denote barrel length not shell size. Though I would love to see an option for that too

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23 minutes ago, Danz_Von_Luck said:

Problem is those aren't the calibre or shells they are the calibre of the guns. In large guns the you have 2 numbers for example the Bismarck had 38cm(15in) L/52 guns. That means the calibre was 38cm and the barrel was 52 calibres long so 52x38cm (although technically bismarcks guns were 51.66 calibres long but they rounded it up lol) those numbers denote barrel length not shell size. Though I would love to see an option for that too

Yeah. I wonder what different types of the caliber of the guns would be like for size and the damage output against the enemy ships. Also, if we could make 65x51cm guns with super heavy shells, I have no idea what number of damage output would be like against the enemy ships and even the enemy cities. Any ideas?

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I think they should just have a system where you order a gun design with a fine tuning of diameter and barrel length, and then it draws up a slightly random stats pool for it.

If you have a gun in service that's perfect, it would obviously seriously help development of similar weapons, so you could pop out a 327 MKV easily from a 326, but not a 427.

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I think it could be nice to be able to adjust ammunition quantity for each gun caliber. 
My small ships (CL, DD, TB) often end battles with plenty of ammunitions (or sunk, but this is another problem :-) ), even with low ammunition quantity option. 
My big ships (CA, BC, BB) often end big battles with no ammunition left for main guns if I don't build them with high ammunition quantity option, but they still have plenty of ammunition for their secondary guns, especially the smaller ones. 

It can be quite frustratic to flee a battle you dominate juste because your ships run out of ammo, but maybe this happened into history. I'm not a specialist. Does someone know if some historical naval battles ended because of missing of ammunitions? 

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9 hours ago, Lastreaumont said:

I think it could be nice to be able to adjust ammunition quantity for each gun caliber. 
My small ships (CL, DD, TB) often end battles with plenty of ammunitions (or sunk, but this is another problem 🙂 ), even with low ammunition quantity option. 
My big ships (CA, BC, BB) often end big battles with no ammunition left for main guns if I don't build them with high ammunition quantity option, but they still have plenty of ammunition for their secondary guns, especially the smaller ones. 

It can be quite frustratic to flee a battle you dominate juste because your ships run out of ammo, but maybe this happened into history. I'm not a specialist. Does someone know if some historical naval battles ended because of missing of ammunitions? 

https://www.historyanswers.co.uk/history-of-war/peter-wessel-tordenskjold-when-scandinavias-gutsiest-admiral-ran-out-of-ammo-he-asked-his-opponent-for-more/

?

Taffy 3 also had issues because the carriers stocked ground attack and not anti-shipping munitions.

IIRC, historically battles often ended with survivors on both sides who were disinclined to continue the fight - if I can't wipe out the AI fleet before I hit my Combat Loss Grouping*, I don't think there's any shame in disengaging before then. Especially in campaign mode - I'mm'a need those ships later.

*https://www.sarna.net/wiki/Combat_Loss_Groupings

Edited by Dave P.
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On 3/16/2022 at 11:53 PM, slightlytreasonous said:

I think they should just have a system where you order a gun design with a fine tuning of diameter and barrel length, and then it draws up a slightly random stats pool for it.

If you have a gun in service that's perfect, it would obviously seriously help development of similar weapons, so you could pop out a 327 MKV easily from a 326, but not a 427.

Yeah, so how could we do that?

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3 hours ago, IsmaelMolina2021 said:

Yeah, so how could we do that?

 I went into depth in the ship designer thread.  It wouldn't be that great for custom battles, though, I'll admit.

Type in a number for size, then mess with some sliders to get what priorities you want.  Say you have 100 points, you can spend 33 on accuracy, or 33 on reload, etc.

After a while, it gives you a gun.  How good it is is based off of the year, previous developments (both in terms of size, and set priorities.). 

It would basically have the same MK system, gradually improving them, but somewhat based on how often they see use too.

For actually placing them, but not much difference there, apart from turrets just auto scaling based off size increments.  Their housing would be up to the player though, as it always should have been..

Theres more I could say but, the point is across.  Idea just being, countries don't use exact duplicates of each other's guns.

 

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On 3/16/2022 at 1:34 PM, Danz_Von_Luck said:

I would like to see the refit of obsolete hulls fair enough u can't build them anymore but they should be refittable, I would think also that hulls like modernised dreadnought should be an upgrade of the later dreadnought hulls rather than a new build one 

Yes, early obsolescence is a real problem for my A-H 1900 campaign... half of my battleships are still more than a year away from completion and when I went to construct more, the hulls were no longer available.  Also I found that the main turrets at the start (all Mark II) had a hard time fitting on the BB/CA hulls... would be nice to have the option of Mark I turrets for better fits.  Same could be said for older towers, funnels, etc.  As much as new bigger/more expensive parts are fun to have, it would be nice to have the option to use older and more economical hulls and fittings for your fleet.

 

20220323133624_1.jpg

Edited by Admiral Unterhosen
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6 hours ago, slightlytreasonous said:

The only reason I see this being a feature is so totally clueless people don't screw themselves over.  But it just over reaches everywhere.   I didn't realize it didn't let you build "obsolete hulls", but, wow.  WHY???

It especially sucks if you don't have the yard space to build newer designs.  There's a massive jump between dreadnoughts and modern BB's, and you may find yourself unable to build new capitals if you're unlucky.

Edited by SpardaSon21
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The campaign needs some more effective displays of information. Right now it's very opaque just what your fleets are actually doing. How much will a certain deployment affect transports, what's the chance for missions etc. 

Its also not clear why the exact courses of enemy ships are displayed on the map, but you can't interact with them or intercept specific fleets (at least it's not clear how to go about this). 

And the campaign should spell out the victory conditions and the scoring rules. I was very surprised when after 5 months of my first 1890 campaign the game just went "congratulations, you win", and didn't even allow me to keep playing.

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11 hours ago, Cronos988 said:

The campaign needs some more effective displays of information. Right now it's very opaque just what your fleets are actually doing. How much will a certain deployment affect transports, what's the chance for missions etc. 

Its also not clear why the exact courses of enemy ships are displayed on the map, but you can't interact with them or intercept specific fleets (at least it's not clear how to go about this). 

And the campaign should spell out the victory conditions and the scoring rules. I was very surprised when after 5 months of my first 1890 campaign the game just went "congratulations, you win", and didn't even allow me to keep playing.

If the enemies naval prestige drops too low, they have a revolution and you win the game. If you want the campaign to go on longer, you have to throw some fights. (Which gets ridiculous because of the Ghost Ship bug.)

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  • 3 weeks later...
On 3/23/2022 at 12:03 PM, slightlytreasonous said:

The only reason I see this being a feature is so totally clueless people don't screw themselves over.  But it just over reaches everywhere.   I didn't realize it didn't let you build "obsolete hulls", but, wow.  WHY???

(1) Obsolete hulls can be kept in reserve in case you take heavy loses and need to fill the gaps.

(2) Obsolete ships can be regulated to costal defense allowing the more modern battleships to hunt the enemy fleet.

(3) Obsolete hulls are often cheaper allowing for quantity over quality. 

(4) If selling ships to other nations become a feature of the game in the future, building and selling crap to neutral nations can be profitable and in the event they become enemy, they are outclassed by you ships.

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On 4/22/2022 at 3:29 PM, SpardaSon21 said:

Add a tab to the main screen that tracks and displays the stats of encountered enemy ships for us, so we have a reference at hand when it comes to designing counters for them.

Intelligence is a must have

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