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What's coming next (v1.06) *UPDATE 28/5/2022*


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One option that should be added to the game is possibility to scuttle your own ships. Now if you have a badly damaged light cruiser and enemy is constantly shooting on it (but cant hit a thing) instead of wasting more time when most of your fleet withdraw is simply to chose to scuttle damaged ship. Yes you will lose crew and ship but well, you can always build new ship.

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Posted (edited)
3 hours ago, Dreaming_Nagato said:

Одна из опций, которую следует добавить в игру, — это возможность топить собственные корабли. Теперь, если у вас есть сильно поврежденный легкий крейсер, и противник постоянно стреляет по нему (но не может ничего поразить), вместо того, чтобы тратить больше времени, когда большая часть вашего флота отступает, просто затопите поврежденный корабль. Да, вы потеряете команду и корабль, но вы всегда можете построить новый корабль.

My German CA with 1% buoyancy. One British CA and one CL failed to sink it, the shells ran out and they retreated. It was long, but I was able to save the ship.

Edited by BOP_ARP
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16 minutes ago, BOP_ARP said:

My German CA with 1% buoyancy. One British CA and one CL failed to sink it, the shells ran out and they retreated. It was long, but I was able to save the ship.

In every battle i got one or two ships hit by torpedo, they lost speed, moving on 2-5 knots and they are left behind the main formation, enemy close and fire on that ship but it cant sink it despite having 1% left, only if there are ships with torpedoes they sink it with torps. But if you got main formation out of the battlezone and enemy cant fire on them anymore, you should at least have option to scuttle your own ship and end the battle. This is especially annoying in 1890-1900 campaigns.

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Posted (edited)

Hello fellow Seamen,

I was wondering if the 1.06 Beta will be delayed or if its being released on Sunday ?

Working week is over for most of us and im kinda waiting for news on the 1.06 Beta which im excited for, since its the first time in 2 years of backing i might get more than an hour of enjoyable gameplay out of this.
Academy and the very short "Campaign" with constant war are not rly what i enjoy about this type of game.

Thanks in advance and godspeed.

Edited by Wurstsalat
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Posted (edited)

ASW (anti-submarine warfare).

I think this is going to be very important for light ships, especially to enforce the principles of all naval doctrines, i.e. to include them!!!

At the moment we can game the game and not even include, this is enabling unconventional warfare.

Destroyers and Light Cruisers should be the principle escort, i.e. to protect 'transport capacity' and capital ships against submarines. This principle then forces the player to build them, forces out conventional destroyer and light cruiser battles, forcing the player to fight effectively and therefore ultimately requiring the player to deploy more and design comprehensively. 

Ok, anti-submarine warfare is a WIP but without its implementation, on Destroyers and Light Cruisers, campaigns could be unconventional. 


E.G. Conventional doctrine: Battleships and Battlecruisers should have zero or near zero ASW (even negative) stats or effects (forcing them to be escorted), Heavy Cruiser some, Light Cruisers more and Destroyers having the most effective elements against submarines. 

Edited by Skeksis
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4 hours ago, Skeksis said:

ASW (anti-submarine warfare).

I think this is going to be very important for light ships, especially to enforce the principles of all naval doctrines, i.e. to include them!!!

At the moment we can game the game and not even include, this is enabling unconventional warfare.

Destroyers and Light Cruisers should be the principle escort, i.e. to protect 'transport capacity' and capital ships against submarines. This principle then forces the player to build them, forces out conventional destroyer and light cruiser battles, forcing the player to fight effectively and therefore ultimately requiring the player to deploy more and design comprehensively. 

Ok, anti-submarine warfare is a WIP but without its implementation, on Destroyers and Light Cruisers, campaigns could be unconventional. 


E.G. Conventional doctrine: Battleships and Battlecruisers should have zero or near zero ASW (even negative) stats or effects (forcing them to be escorted), Heavy Cruiser some, Light Cruisers more and Destroyers having the most effective elements against submarines. 

Id say that if they eventually add Sea planes launchers for ships that could really help Larger vessels with ASW and of course it should be added for recon reasons.

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34 minutes ago, Spitfire109 said:

Id say that if they eventually add Sea planes launchers for ships that could really help Larger vessels with ASW and of course it should be added for recon reasons.

They really should add float planes for that reason Spotting as for ASW that may take a long while and will require theme to build and program a whole different ship and whole different game play I'm not against it at all but may take time to really do good.

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Posted (edited)
41 minutes ago, Mandric said:

I agree, i rather not have CVs or atleast an option to opt out of them ingame if they ever arrive

 

Guys it makes 0 sense to talk about this aslong as the features that are planned to be in the game at this very moment arent even in. Youre rly just wasting ppls time fantasizing on multiplayer/CVs ... its ot the scope of the project and if you want that its not the game youre looking for.

 

Spotterplanes ofc make some sense, altho this would enteil a need for antiair and mechanics supporting that feature. And as of right now i dont beleive this is within reason for the devs to implement at ALL. Develompment is damn slow as it is.

Edited by Wurstsalat
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Posted (edited)
55 minutes ago, Wurstsalat said:

Guys it makes 0 sense to talk about this aslong as the features that are planned to be in the game at this very moment arent even in. Youre rly just wasting ppls time fantasizing on multiplayer/CVs ... its ot the scope of the project and if you want that its not the game youre looking for.

I wholeheartedly disagree with that, well now anyway! A year ago or about, there was talk of adding beam adjustors, barrel adjustors and many other different things. NOW THEY ARE ALL HERE!!!! Who would of thought, I certainly didn’t think so, but now anything goes.

The UAD team have proven that they are an exceptional development company who listen to their community.  

So no, it makes every sense to post up your ideas, whatever, wherever and whenever.

Edited by Skeksis
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Posted (edited)
On 5/22/2022 at 11:39 AM, Spitfire109 said:

Id say that if they eventually add Sea planes launchers for ships that could really help Larger vessels with ASW and of course it should be added for recon reasons.

Purposing DDs and CLs could have 3 layers of effects:

  • ASW.
  • AMW (Anti-mine warfare).
  • AA.

Anti-mine would act the same way as ASW, it just adds values from towers, components or hulls (rather than from tech research) to the fleet/s capabilities which then is evaluated with every campaign turn. And results in sinking's, escapes or negligible effects.  

Anti-air value could work alittle differently, its contributing AA values could be part of small caliber guns (purposing them too), added to 2"-6" guns etc. as a stat. And as like ASW, each campaign turn evaluates the fleet total AA defence and enemy airpower ability (airpower as tech research entity), turning those results into sinking's, escapes or negligible effects. BBs & BCs would too have their larger AA values and combine with escorts would give good protection and purpose.   

So while these light ship purposes are independent of battles, they’re still very much an necessity for campaign success.

Edited by Skeksis
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On 5/21/2022 at 7:39 PM, Spitfire109 said:

Id say that if they eventually add Sea planes launchers for ships that could really help Larger vessels with ASW and of course it should be added for recon reasons.

Ship-launched seaplanes were never a significant ASW asset of any note. They usually had little-to-no armament and were primarily used for gunnery spotting or scouting. In fact, the whole concept of CL/CA/BC/BB-launched floatplanes never developed into quite what's it's tactical and operational proponents believed it would be.

Carrier's clearly took on the role of being the bird farms for both offensive and defensive purposes, and many ships removed their floatplane catapults entirely, as the planes themselves and the spare fuel for them turned into massive fire hazards when under enemy attack.

I think players overestimate the historical importance of ship-based aviation, outside of carriers obviously. In reality, land-based, or at least coast-based seaplanes, played a far more important role in ASW and scouting work. It wouldn't bother me at all if the devs never added ship-launched floatplanes, and the mechanics to do so would likely cause more bugs and trouble than they would be worth.

 

2 hours ago, Skeksis said:

Purposing DDs and CLs could have 3 layers of effects:

  • ASW.
  • AMW (Anti-mine warfare).
  • AA.

Anti-mine would act the same way as ASW, it just adds values from towers, components or hulls (rather than from tech research) to the fleet/s capabilities which then is evaluated with every campaign turn. And results in sinking's, escapes or negligible effects.  

Anti-air value could work alittle differently, its contributing AA values could be part of small caliber guns (purposing them too), added to 2"-6" guns etc. as a stat. And as like ASW, each campaign turn evaluates the fleet total AA defence and enemy airpower ability (airpower as tech research entity), turning those results into sinking's, escapes or negligible effects. BBs & BCs would too have their larger AA values and combine with escorts would give good protection and purpose.   

So while these light ship purposes are independent of battles, they’re still very much an necessity for campaign success.

Why this emphasis on gamifying everything? What logical AMW value does a different "tower" have? Minesweepers were not know for their fancy, advanced towers. They were know for being little, wooden deathtraps that tried their best to steam between the mines and snag them. Components, hulls of a certain type, yes, but towers have no place in mine sweeping.

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Posted (edited)
3 hours ago, Littorio said:

Why this emphasis on gamifying everything?

Minefields/AMW is on the official site, implementation is debatable.  

3 hours ago, Littorio said:

What logical AMW value does a different "tower" have?

It doesn't have to be associated with towers, even just a static component/adaptation will do.

Edited by Skeksis
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On 5/22/2022 at 12:39 PM, Wurstsalat said:

Guys it makes 0 sense to talk about this aslong as the features that are planned to be in the game at this very moment arent even in. Youre rly just wasting ppls time fantasizing on multiplayer/CVs ... its ot the scope of the project and if you want that its not the game youre looking for.

 

Spotterplanes ofc make some sense, altho this would enteil a need for antiair and mechanics supporting that feature. And as of right now i dont beleive this is within reason for the devs to implement at ALL. Develompment is damn slow as it is.

Multiplayer i can see but no matter what the development team will have to cross CV question and or make theme in game, right now no as they have enough going on development wise but it can be a DLC they work on once all things are good.

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Posted (edited)
20 minutes ago, baltic1284 said:

Multiplayer i can see but no matter what the development team will have to cross CV question and or make theme in game, right now no as they have enough going on development wise but it can be a DLC they work on once all things are good.

There already was an answer from nick somehwere that CVs /air combat is not a planned feature.

Edited by Wurstsalat
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On 5/22/2022 at 2:17 PM, Skeksis said:

The UAD team have proven that they are an exceptional development company who listen to their community.  

I disagree with this statement on all levels, fundamental or otherwise. They have failed to meet community expectations and continually under-delivered.

...And they still haven't changed their trailer to reflect how the game actually is, which can get them slapped for false advertising if they don't do something about it. This is the Age of the Karen. Someone's gonna do it.

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21 hours ago, Littorio said:

Ship-launched seaplanes were never a significant ASW asset of any note. They usually had little-to-no armament and were primarily used for gunnery spotting or scouting. In fact, the whole concept of CL/CA/BC/BB-launched floatplanes never developed into quite what's it's tactical and operational proponents believed it would be...

...I think players overestimate the historical importance of ship-based aviation, outside of carriers obviously. In reality, land-based, or at least coast-based seaplanes, played a far more important role in ASW and scouting work...

I would like to hold this up with a "but": Japanese cruiser- and battleship-launched floatplanes regularly undertook ASW missions and bombing missions, and were equipped to do so as part of their role. Artillery spotting and scouting are the cream of the job but it's important to note that these things did happen, and happened relatively often- particularly when carriers weren't available or otherwise occupied, and land-based aircraft were out of reach.

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asmall thing i would love to see is those red line that show where guns and torps are aiming i would love to see some different colors for main secondary and torps i some times forget whats what and please make them abit more clear to see on the ocean ps still would love to see what turrets has amount of ammo like a turrets has 256 ammo ap and 138 he and b turrets has 200 he and 135 ap and so on and what side of 2inch secondary is realoding same with torps if anyone can explain it better them me feel welcome to do

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  • Nick Thomadis changed the title to What's coming next (v1.06) *UPDATE 28/5/2022*
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