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Post by brucesim2003 on Jul 23, 2015 17:35:26 GMT -6
I agree it's the best of the three titles so far, because easily the most immersive. I'm having great fun with it. My suggestion may already have been mentioned in this thread, if so, sorry. I haven't read all the thread. I wonder if it's possible, developing it in future, to give us SAI-type campaigns once war breaks out? So that you get to run the thing a month at a time, choose which ships to activate etc, somewhat like in SAI and RJW? It works great as is, but it would be nice to have the option of more control over which forces you field etc also. Peter That would be the bee's knees!
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Post by cleveland on Jul 23, 2015 18:03:44 GMT -6
It might interesting if one of the other nations did something out of the blue, and declared war on you. A rare event maybe, but if you can blow up a nations ship via espionage they should be able to do the same to you. War when you least expect it.
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Post by galagagalaxian on Jul 23, 2015 18:07:13 GMT -6
Oh they can definitely blow up your ships via sabotage. Just ask the Battleship Napoli in my Italy game. Austria-Hungary (supposedly) blew it up in early 1904, leading to war.
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Post by cleveland on Jul 23, 2015 18:13:39 GMT -6
I stand corrected! I've poured one out for the NAPOLI
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Post by gornik on Jul 24, 2015 13:31:05 GMT -6
Hope I haven't tired you yet Some more suggestions: Colonies: As there are no global alliances, colonial race should be more hard to minors. Now only 2-3 "neutral" possessions have chance to change side during game. I suggest more colonial events, leading to more tensions and more wars in result. BTW, is there possibility to capture foreign colony which cost more than 10 points? Now the only way I see is waiting chain of rare events (Rebellion at colony>Independence>Send force>much luck ) Now colony may declare independence and fleet has no chance to react. Maybe add event about "restore law and order", which means increasing tensions and 'foreign stations' demands, losing money (in same mechanic as preparation to offence now) for chance to get possession back? Prestige points are now gained for naval battles, but not for winning the whole war. I think that not used victory points may be converted into prestige points of Fleet Commander. Or maybe better get point for every new possession? *** Maybe give short names for areas like North American East Coast? Now they take too much place at fleet screen, and if you need to know which ships are assigned to move out from such area, you need to see all name before ">" mark. Shipbuilding and treaties:Would be nice if ship names in nation file would be divided in "serial" parts, so if you start building new series of ships, you may choose new serial names part without needing of manual choosing proper name to every ship. After treaty, all illegal ships scrap immediately. I suggest to give player and other powers one month to correct projects, which have allowed displacement, but illegal guns. Of course, such rebuilding shouldn't be cheap Now the only reason to use foreign yards in the first 2-3 years are building speed, displacement and calibres and disadvantages are more serious-you may give whole nearly-built ship to your potential enemy for free! Would be nice if there may be some more advantages to encourage player to risk-for example, countries with good shipbuilding industry may have some first level techs from game start. Fleet behaviour: For now cruising formation tech means not advantage, but great disadvantage for researchers, as fleet has no chance to form battle line until under enemy fire, and during deployment some divisions can stop for several minutes (sweet time for DDs!) There should be button "form left/right column" to make it in time. Enemy breaks line too fast, even if his ships are not damaged much yet, and there is still good chances to win. Then some ships and divisions loose their places and soon all fleet flees in chaos, while my battle line finish stragglers one by one. That's wrong, I think, line should be held at all costs (at least before battle turn away or something else is researched) (optional) more mad treaties! Every ship parameter may be may be limited by those blunt politicians - speed, armour thickness, number of turrets, classes to build (down to CLs)... even cost! This may be nightmare challenge for shipbuilders . And of course, "No Submarines!" treaty variations should be available too.
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Post by gornik on Jul 24, 2015 15:36:18 GMT -6
And couple more (sorry, can't stop ): Foreign stations ships now seem to be immune to battles (and breakdowns), though IRL they should be engaged at first days of war. Changing this may add interesting gunboat vs gunboat and gunboat vs cruiser engagements in style of Seestern "1906" book and force player to think bit more while creating new MS for colonial service. Now computer designer seem to use pre-ordered number of shells for every gun type. This make player great advantage: if my cruiser has 250 shells to forward gun and enemy one only 150 to rear, then I may chase her at nearly safe distance until her ammo is out, and I still have 100 shells to cripple and finish her without return. Number of shells for computer designs should be tweaked, I think. Some battles should be fought, despite of admiral willing. There should be destroyer/cruiser/battleship engagements with no option to skip, to simulate unpredictable meeting engagement while both fleet perform their common duties. these battles may be more unbalanced than usual. As far as regular minelayers invented and built, there may be "stealth" type of mission - couple of ships with mines on board should lay them in the mouth of enemy base or main river. There are heavy patrols on their way, and mines are too explosive to fight normal battle... It may be interesting experience and may prevent player to add mine rails to every rusty junk which may stay afloat with them. Successful mission increase chance that some of enemy ships got mine damage and sink after mission ends. Now subs usually can't sink even old cruiser in early 1920-th, their only prey are DD and MS. Remembering number of battleships, sunk by German subs, that looks weird. Seem that this happens as subs use only one torpedo per ship. I suggest some tech that allows subs to fire 2 torps at once, increasing chance that big ship with no torpedo protection sink. PS: Game is still great, even without all suggestions! Cant stop playing it, I SHOULD strafe England with Austria-Hungary fleet !
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sage2
Junior Member
Posts: 56
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Post by sage2 on Jul 25, 2015 1:43:06 GMT -6
Prestige and Unrest -- both of these numbers seem pretty abstract. I think it would be cool if they were expressed as adjectives with the number value behind, so, something like
Prestige - Disgraced (10) Prestige - Tolerated (15) Prestige - Respected (22) Prestige - Honored (28) (just examples)
Unrest - Happy (0) Unrest - Uneasy (3) Unrest - Unhappy (8) Unrest - Rebelious (12)
etc...
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sage2
Junior Member
Posts: 56
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Post by sage2 on Jul 25, 2015 2:17:56 GMT -6
I'd like an easy to way to identify sources of oil (this may exist, but I couldn't find it).
It might be nice to be able to come to an 'oil trade' agreement with allies to give them something (money?) for access to oil.
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Post by julianbarker on Jul 25, 2015 15:50:43 GMT -6
Like this - Attachments:
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lixma
New Member
Posts: 43
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Post by lixma on Jul 27, 2015 15:15:04 GMT -6
This is a hot-button (and hot-key) for the battle module.... When you press it (after setting it up in the options screen) the view immediately switches to your favoured zoom level, speed, detail levels (names/types/range rings etc...etc) so you don't have to re-apply them every battle. To help with player identification - tiny dots added to enemy tags....
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Post by dessard on Jul 27, 2015 19:50:10 GMT -6
Making the space key stop continuous runs in the tactical battles would be nice, instead of just 'p' - much easier to hit quickly.
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lixma
New Member
Posts: 43
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Post by lixma on Jul 27, 2015 21:09:43 GMT -6
Making the space key stop continuous runs in the tactical battles would be nice, instead of just 'p' - much easier to hit quickly. I'm hoping for re-definable keys in the future.
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Post by brucesim2003 on Jul 28, 2015 7:18:11 GMT -6
Elsewhere it was posted that 1.1 will allow us to play until 1950, but that tech will peak earlier. Another post suggested that certain designs (x-deck firing etc.) became rapidly obsolete and navies never got the chance to diversify designs. I was thinking that with the doubled play time, there could also be an option for 1/2 speed tech. It would allow the early dreadnoughts to be dominant for much longer. Not historical I know, but then again, neither is dreadnoughts till 1950 Cheers Bruce
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Post by Fredrik W on Jul 28, 2015 8:07:06 GMT -6
Thanks everyone all for good suggestions! Some will have made their way into 1.1, but not all. If I tried to implement all good ideas you would have to wait until 2016 for 1.1. But just because your suggestion didnt't appear in 1.1 doesn't mean it's forgotten, it may find it's way into future versions.
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Post by elouda on Jul 28, 2015 10:05:33 GMT -6
Any chance that we might see the maximum armour values extended - particularly for turrets? 16in feels a little anemic once the 16in+ gunned ships start appearing, and after watching about 8 shiny new British BBs explode from turret hits under the fire of my German ships in the past few battles, I admit to being a little worried...
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