Post by Deleted on Mar 1, 2021 13:56:30 GMT -6
There are many things many different players don't really like about the game, and its difficult to adjust the game for all of them.
So then, allow the players to pick settings that suit them.
Some I have thought of.
#1 (Binary) event cannot sink prestige ships - can be expanded
#2 Maximum technology date (ie 1920 - 1940)
#3 ASW Lethality modifier
#4 AA Lethality modifier
#5 Accuracy modifier
#6 Torpedo damage modifier
#7 Budget; extent to which it is affected by events such as victory
#8 Minimum flooding value (eliminate the 'it sprung a leak')
#9 Colonies don't leave during 1950s (disable events)
#10 Night fighting detection range modifier, detection range modifiers in general
#11 Sanity check
#12 Max structural damaged ships don't take flooding from ordinarily non flooding hits
#13 Armor penetration factor
#14 "Reduced armor and penetration effectiveness" increase factor from technology (ie instead of 1.01, 1.005)
#15 Increased AI aggressiveness
#16 Maximum airfield size can be 20.
#17 Aircraft accuracy under fire.
#18 Division formation size (distance between ships)
#19 Maximum distance between formations.
#20 Specific technology branch research rate lowered
#21 Disable submarines
#0 Quality of life Improvements
#1a Instead of more budget option for "AI advantage" AI ships gain accuracy advantage, AI aircraft become more effective. Include more AI hand holding, for example, AI ships don't need base capacity, AI never loses warships ships to raiding, AI ships crews don't suffer from conditions, etc. Rather than being unfair it solves issue of AI being bad.
#0 Shortcuts, shortcuts everywhere. Customizable too. Ideally so many shortcuts that once learned, the game will be played not with the mouse, but with the keyboard. Tab key brings up text window informing user which button on current main window is controlled by which key. Example. Up down keys on selected division change heading, once enter key is hit, it changes speed, enter again, back to heading. A very narrow beam is drawn from the course the ship would follow while changing heading with up/down keyboard buttons. Esc to deselect. Further option to increase button size.
With the mouse too, some other function, drag select, and right click on location to set course for all selected ships. So many things to do and only one mouse to navigate...
#1a is especially important for gameplay. By increasing practical firepower of AI it reduces the problems it has with battlefield maneuvering. The AI also never conducts exercises to my knowledge so its crews... leave much to be desired. It also alleviates the feeling you're fighting an endless horde of incapable enemies. Which, far from the propaganda value, actually sucks
#15 I've seen the AI turn away from paltry forces. Entire battle lines flee from naught but a few cruisers protecting a convoy. But at the same time it often conducts itself poorly. Part of the problem is ship classification, and the AI lacking the tools to understand more unorthodox ship designs, or even its own. Especially to tailor how it reacts to certain ship types.
#7 is set of options, or a single slider to change impact of events on your budget.
#11 Game checks whether or not an event is 'reasonable'. Example, a 6" HE shell causes a heavily armored turret to flash fire. Should catch bugs, like when a torpedo strike causes 0 flooding. "Rounds out" the gaming experience for new players. Other ways it can help are when high level DC repeatedly fails to put out a small fire.
#8 ex, minimum flooding 10, ships with 10 flooding patch leak or just don't take flooding damage, really same as #11
#19 scout divisions often spawn so close to the enemy that they're within firing range from the beginning. You could fix it, or players can just extend the spotting range. Although that mechanic could use some work, having smaller ship classes be increasingly difficult to detect.
They don't even need to be a menu, just put them in a text file.
The players may not be buying the game a second time, but you don't need them to. People would donate.
So then, allow the players to pick settings that suit them.
Some I have thought of.
#1 (Binary) event cannot sink prestige ships - can be expanded
#2 Maximum technology date (ie 1920 - 1940)
#3 ASW Lethality modifier
#4 AA Lethality modifier
#5 Accuracy modifier
#6 Torpedo damage modifier
#7 Budget; extent to which it is affected by events such as victory
#8 Minimum flooding value (eliminate the 'it sprung a leak')
#9 Colonies don't leave during 1950s (disable events)
#10 Night fighting detection range modifier, detection range modifiers in general
#11 Sanity check
#12 Max structural damaged ships don't take flooding from ordinarily non flooding hits
#13 Armor penetration factor
#14 "Reduced armor and penetration effectiveness" increase factor from technology (ie instead of 1.01, 1.005)
#15 Increased AI aggressiveness
#16 Maximum airfield size can be 20.
#17 Aircraft accuracy under fire.
#18 Division formation size (distance between ships)
#19 Maximum distance between formations.
#20 Specific technology branch research rate lowered
#21 Disable submarines
#0 Quality of life Improvements
#1a Instead of more budget option for "AI advantage" AI ships gain accuracy advantage, AI aircraft become more effective. Include more AI hand holding, for example, AI ships don't need base capacity, AI never loses warships ships to raiding, AI ships crews don't suffer from conditions, etc. Rather than being unfair it solves issue of AI being bad.
#0 Shortcuts, shortcuts everywhere. Customizable too. Ideally so many shortcuts that once learned, the game will be played not with the mouse, but with the keyboard. Tab key brings up text window informing user which button on current main window is controlled by which key. Example. Up down keys on selected division change heading, once enter key is hit, it changes speed, enter again, back to heading. A very narrow beam is drawn from the course the ship would follow while changing heading with up/down keyboard buttons. Esc to deselect. Further option to increase button size.
With the mouse too, some other function, drag select, and right click on location to set course for all selected ships. So many things to do and only one mouse to navigate...
#1a is especially important for gameplay. By increasing practical firepower of AI it reduces the problems it has with battlefield maneuvering. The AI also never conducts exercises to my knowledge so its crews... leave much to be desired. It also alleviates the feeling you're fighting an endless horde of incapable enemies. Which, far from the propaganda value, actually sucks
#15 I've seen the AI turn away from paltry forces. Entire battle lines flee from naught but a few cruisers protecting a convoy. But at the same time it often conducts itself poorly. Part of the problem is ship classification, and the AI lacking the tools to understand more unorthodox ship designs, or even its own. Especially to tailor how it reacts to certain ship types.
#7 is set of options, or a single slider to change impact of events on your budget.
#11 Game checks whether or not an event is 'reasonable'. Example, a 6" HE shell causes a heavily armored turret to flash fire. Should catch bugs, like when a torpedo strike causes 0 flooding. "Rounds out" the gaming experience for new players. Other ways it can help are when high level DC repeatedly fails to put out a small fire.
#8 ex, minimum flooding 10, ships with 10 flooding patch leak or just don't take flooding damage, really same as #11
#19 scout divisions often spawn so close to the enemy that they're within firing range from the beginning. You could fix it, or players can just extend the spotting range. Although that mechanic could use some work, having smaller ship classes be increasingly difficult to detect.
They don't even need to be a menu, just put them in a text file.
The players may not be buying the game a second time, but you don't need them to. People would donate.