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Post by dorn on May 22, 2019 13:26:48 GMT -6
UI - Air group management (after clicking "Air group" down on main window)
I will continue with suggestions and this time I will take Air group management. I was quite positively suprised that after assignment of squadron to carrier any other carrier of the same class get same type of squadrons. However there is still to many clicks needed to manage it and I think that there can be some relatively easy solutions.
Multiple selection Allowing selection of multiple squadron. Right now moving 5 squadrons from carrier to reserve means 15 clicks (5 left to open drop and down menu, 5 right clicks to choose and 5 to confirm) or 5 drag and drop and 5 click to confirm. This is quite many things. If it could be possible using multiple selection this will be reduced very much.
Cancel confirmation
When any squadron is moved using drag and drop (see above as it is quicker), confirmation window is open and waiting for click/enter to confirm. As any move can be easily reversed I would suggest to cancel this confirmation.
Merge changes to squadron/s in one step
Right now if I want to change role and number of aircraft on squadron I need to do both separately. I suggest that it will open one window where player can change everything: number, role, name. (practically window using change role will enable to change number too and on top of that even the name). In case of more squadrons are selected it will be change number and role for all of them.
Copy squadron/s Adding "copy squadron" in context menu. Squadron will be copied to same base and if there is no space to reserve.
Split squadron to half
I need to make squadron smaller but I do not want to loose these expert pilots. So ability to split squadron by context menu to 2 would be useful. Other option is that I need new squadron and I would rather have 2 good squadron than 1 expert and 1 poor quality. Using this could help.
Aircraft information
Right now if I would like to see information about type of aircrafts in squadron, I need to close the window and open "Aircraft types" window as there is impossible to remember aircrafts paramentres as they are changed every few months. It would be good if this information could be available from this window. There are several options: a) open "aircraft types" on top of that by double clicking on squadron - it would be good to open only types active
b) adding information about aircrafts as additonal columns (could be used same method as "wide mode" in ship design)
c) opening window with aircraft information similar to information getting by spy
Templates
It could be good to have templates. Right click on base and have "save as template" and named it. Than it will be in context menu and could be used on base.
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Post by aeson on May 22, 2019 13:54:18 GMT -6
Also, when creating squadrons, allow the creation of multiple identical squadrons simultaneously, e.g. by adding a 'number of squadrons' entry to the squadron creation dialogue.
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Post by Adseria on May 22, 2019 14:41:08 GMT -6
I understand it is heavily influenced by tech and won't stay constant through the life of the ship. This is probably one of the bigger problems with ship design in this game; in RTW1, you always knew that, for instance, 12" of armour would always provide the same protection. In RTW2, when you open up the gun data, is that representing penetration against the armour the ship would have with minimum-tech armour, or max-tech, or current tech? How will it change over the ship's lifespan? What tech do your enemies have, and how does it compare to your own?
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Post by janxol on May 22, 2019 15:16:09 GMT -6
I understand it is heavily influenced by tech and won't stay constant through the life of the ship. This is probably one of the bigger problems with ship design in this game; in RTW1, you always knew that, for instance, 12" of armour would always provide the same protection. In RTW2, when you open up the gun data, is that representing penetration against the armour the ship would have with minimum-tech armour, or max-tech, or current tech? How will it change over the ship's lifespan? What tech do your enemies have, and how does it compare to your own?
The data seems to be for your current tech. As far as I know there's no way to compare old armour.
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Post by Fredrik W on May 22, 2019 16:10:55 GMT -6
I understand it is heavily influenced by tech and won't stay constant through the life of the ship. This is probably one of the bigger problems with ship design in this game; in RTW1, you always knew that, for instance, 12" of armour would always provide the same protection. In RTW2, when you open up the gun data, is that representing penetration against the armour the ship would have with minimum-tech armour, or max-tech, or current tech? How will it change over the ship's lifespan? What tech do your enemies have, and how does it compare to your own?
It compares you current guns against your current armor. As for how it will fare when the ship gets older and tech advances, well, real ship designers didn't know either. The change in how armor is handled in RTW2 was partly to make it less attractive to keep very old ships.
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Post by orkel on May 22, 2019 17:06:02 GMT -6
Hope we get a checkbox for disabling submarines. The "torpedoed by submarine" event feels like completely ludicrous RNG that can easily ruin the game for certain nations and situations.
Edit: Or some kind of "less effective submarines" checkbox. Instant sinkings replaced by "damaged in port for a few months".
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Post by anavallegend on May 22, 2019 18:23:25 GMT -6
Just generate your own activation code and serial code. Instead of having to email for a new activation code and serial code
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Post by chaosblade on May 22, 2019 20:51:12 GMT -6
This is probably one of the bigger problems with ship design in this game; in RTW1, you always knew that, for instance, 12" of armour would always provide the same protection. In RTW2, when you open up the gun data, is that representing penetration against the armour the ship would have with minimum-tech armour, or max-tech, or current tech? How will it change over the ship's lifespan? What tech do your enemies have, and how does it compare to your own?
It compares you current guns against your current armor. As for how it will fare when the ship gets older and tech advances, well, real ship designers didn't know either. The change in how armor is handled in RTW2 was partly to make it less attractive to keep very old ships.
The problem with the system is that we really don't know how X" of armor are, tough wise, we can see by cycling main gun caliber, but it is hard to see at a glance, and it gets compounded when seeing an enemy design, " inches of armor thickens become very... questionable.
Perhaps having better visibility? at least for current tech (in the designer) using some more objective value (even if it is fuzzy or make them imprecise) say armor thickness: 12", effective: 14-18 (or some other value) with the effective becoming more and more imprecise for older ships up to an outright after the armor tech level is sufficiently old (measured by how many armor enhancement techs you had between then and now) As it is right now, it is very hard to estimate how good a given thickness is, specially in the design screen for new ships
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Post by chaosblade on May 22, 2019 20:52:55 GMT -6
Hope we get a checkbox for disabling submarines. The "torpedoed by submarine" event feels like completely ludicrous RNG that can easily ruin the game for certain nations and situations.
Edit: Or some kind of "less effective submarines" checkbox. Instant sinkings replaced by "damaged in port for a few months".
Well, it is not like we don't have Torpedo protection techs, those do tend to turn the sinks into damage (unless very lucky or unlucky, specially after a battle) but it does feel like something a sub captain would do, follow a wounded ship and put a few torpedoes in them (killstealing a honest BB or BC's crew more oft than not!)
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Post by dizzy on May 22, 2019 23:37:07 GMT -6
When updating ship graphic in Ship Design using Superstructure and Funnel placement, let us use the Arrow Keys to move the ship around while zoomed in. That would make it SO much easier to add detail to areas of the ship that are on the edges where you can only zoom into the center.
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Post by JagdFlanker on May 23, 2019 1:48:26 GMT -6
i would like the option to turn off 2 techs - separate BC scouting TF and separate CV TF i play in Admiral mode because i only want to control a single TF in battles and these 2 techs make that impossible i already don't build BCs anymore to avoid the separate BC scouting TF, and i was very happy with how the ai handled my CVs before i got the separate CV TF tech but now i'm stuck with 2 separate TFs i don't want to control i tried giving the CV TF to the ai but i can't assign it to support my BBs so my independent CVs end up running off to some far off corner and leaving my BBs vulnerable even if there was some way to make that 2nd separate TF subordinate to the first so i could have my CVs support my BBs that would also do the trick
i think the ai does a fine job in RtW2 and i would like the option to lean on it more - as long as i can control the lead TF i am accepting of how the ai handles all my subordinate TFs, good or bad
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Post by Adseria on May 23, 2019 3:15:25 GMT -6
i would like the option to turn off 2 techs - separate BC scouting TF and separate CV TF i play in Admiral mode because i only want to control a single TF in battles and these 2 techs make that impossible i already don't build BCs anymore to avoid the separate BC scouting TF, and i was very happy with how the ai handled my CVs before i got the separate CV TF tech but now i'm stuck with 2 separate TFs i don't want to control i tried giving the CV TF to the ai but i can't assign it to support my BBs so my independent CVs end up running off to some far off corner and leaving my BBs vulnerable even if there was some way to make that 2nd separate TF subordinate to the first so i could have my CVs support my BBs that would also do the trick
i think the ai does a fine job in RtW2 and i would like the option to lean on it more - as long as i can control the lead TF i am accepting of how the ai handles all my subordinate TFs, good or bad
I've always wanted the ability to turn off the "fleet cruising formation" tech. I realise it's historically accurate, but in the game, it makes no sense. Orders don't need to be communicated to the whole fleet before they can be carried out, so all it does is make it take time to get into a line of battle.
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Post by dorn on May 23, 2019 4:16:09 GMT -6
i would like the option to turn off 2 techs - separate BC scouting TF and separate CV TF i play in Admiral mode because i only want to control a single TF in battles and these 2 techs make that impossible i already don't build BCs anymore to avoid the separate BC scouting TF, and i was very happy with how the ai handled my CVs before i got the separate CV TF tech but now i'm stuck with 2 separate TFs i don't want to control i tried giving the CV TF to the ai but i can't assign it to support my BBs so my independent CVs end up running off to some far off corner and leaving my BBs vulnerable even if there was some way to make that 2nd separate TF subordinate to the first so i could have my CVs support my BBs that would also do the trick
i think the ai does a fine job in RtW2 and i would like the option to lean on it more - as long as i can control the lead TF i am accepting of how the ai handles all my subordinate TFs, good or bad
I am not completely sure but I think you can swich these othere task forces to AI controlled ones.
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Post by dorn on May 23, 2019 4:23:12 GMT -6
RADAR - Map UI and Pause
Finally I am using radar (1st lvl of search radar) and it is beautiful. Just have battle when I can see ships on radar, I can change course, attack enemy and after 2 minutes everything is done as my ships were firing at point blank range. It seems very realistic.
But I would like to suggest 2 things relating to radar.
1. change color of the max. radar circle - the green is practically almost invincible on map colored by sea at night (standard default) 2. possibility to set pause on radar contact - I was quite lucky as I have max speed set on and I can see how quickly enemy "green" ships appeared and dissapeared. Before I can hit pause there was quite a time passed. It would be good that radar contacts are treated same way as visual contacts in case of game pause. And prabably even decreasing the speed to normal.
EDIT: in next battle at normal speed there were pause after radar contacts. But it was not case of previous battle run on max. speed. Could be a bug?
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Post by Adseria on May 23, 2019 4:25:45 GMT -6
Ok, first, I'm going off the demo, so this might already be in the full game. It's a very minor thing; it would be nice to have a warning if a ship has a catapult but no air capacity.
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