Post by griffin01 on May 26, 2019 14:25:09 GMT -6
While the game is perfectly enjoyable in its present state, I believe there are a couple of things regarding the ship design which could be improved.
You might notice that a lot of those suggestions focus on heavy secondary armament - this is because I use it often, so issues related to it are more apparent to me than other problems.
1) Splitting Belt Extended into Belts Ends and Upper Belt. This way a clearer way to use narrow belt could be presented, and it might be possible to get more mileage out of the casemated guns thanks to them being protected by the upper belt.
2) Additional setting for the Secondary Turret Top armour, separate from Deck Extended armour. I do recall Fredrik mentioning in one of the RTW1 threads the desire to separate the two armour values, and I believe that use of secondary guns would benefit greatly from such solution.
3) Reconsidering the limits on the heavy secondary gun usage, especially with regards to increasing tonnage. While I do understand (I think) that it serves to prevent excessive turret farms, I don't believe that a 68000 ton design should be limited to 14 8-inch guns in the same way a 45000 ton design is. In general, though, I don't believe that the usage of CA-caliber heavy secondary guns (7, 8, 9, >potentially< 10) should be restricted heavily.
4) Enabling the use of Japanese-style turreted torpedo mounts that would offer (limited?) splinter protection by the means of a tickbox, reducing the torpedo tube readiness, increasing weight but improving reload times.
5) An option to provide splinter protection to tertiary guns by the means of a tickbox.
6) Enabling more turret layouts by allowing every mount to be potentially superfiring (selectable in the drop-down menu) by checking if the 2 positions next to it are superfiring, like in Mogamis or Worcesters.
7) More catapult positions allowed - for example, S and T positions are considered invalid, yet would probably best correspond to the positions of catapults on Hyuuga and Ise.
8) 4-th order battery or dedicated Heavy AA guns. I know that I have mentioned it before launch, but I believe it is important to mention it now that I have played the game, and found numerous situations where either I or the AI were engaged in a close-range firefight and attacked by bombers. I know that most people do not use heavy secondary guns, but since the option is there, I would rather it was not handicapped by something so trivial.
That's it, for now. Please feel free to criticize my ideas.
Edit.:Two Three Four more
9) Loosening up the restrictions on 7-inch guns. They are too heavy for CL, and for CA and other applications they present negligible improvement in RoF over 8-inch guns in exchange for much reduced power. Perhaps they could be used in some limited capacity on CL, in the same way 6-inch guns can be used on big destroyers?
10) Not strictly a "ship design" idea, but could tech progression be improved? While I do understand that the game seeks to represent the uncertainty of the era about what works and what does not, and aims to diversify the progress of various nations, I find that compared to RTW1 it is very erratic.
11) Relaxing the restrictions on Panzerschiffe. Currently, you can barely build Deutchlands with good tech, and not really accurately, too. Allowing for some more variety could be beneficial.
12) A tickbox in the "Doctrine" screen for deploying CV and CVL only in support for the battlefleet as opposed to separate force. Deploying a fighter mule in a CTF is a rather questionable idea.
Okay, I believe I'm done for real.
You might notice that a lot of those suggestions focus on heavy secondary armament - this is because I use it often, so issues related to it are more apparent to me than other problems.
1) Splitting Belt Extended into Belts Ends and Upper Belt. This way a clearer way to use narrow belt could be presented, and it might be possible to get more mileage out of the casemated guns thanks to them being protected by the upper belt.
2) Additional setting for the Secondary Turret Top armour, separate from Deck Extended armour. I do recall Fredrik mentioning in one of the RTW1 threads the desire to separate the two armour values, and I believe that use of secondary guns would benefit greatly from such solution.
3) Reconsidering the limits on the heavy secondary gun usage, especially with regards to increasing tonnage. While I do understand (I think) that it serves to prevent excessive turret farms, I don't believe that a 68000 ton design should be limited to 14 8-inch guns in the same way a 45000 ton design is. In general, though, I don't believe that the usage of CA-caliber heavy secondary guns (7, 8, 9, >potentially< 10) should be restricted heavily.
4) Enabling the use of Japanese-style turreted torpedo mounts that would offer (limited?) splinter protection by the means of a tickbox, reducing the torpedo tube readiness, increasing weight but improving reload times.
5) An option to provide splinter protection to tertiary guns by the means of a tickbox.
6) Enabling more turret layouts by allowing every mount to be potentially superfiring (selectable in the drop-down menu) by checking if the 2 positions next to it are superfiring, like in Mogamis or Worcesters.
7) More catapult positions allowed - for example, S and T positions are considered invalid, yet would probably best correspond to the positions of catapults on Hyuuga and Ise.
8) 4-th order battery or dedicated Heavy AA guns. I know that I have mentioned it before launch, but I believe it is important to mention it now that I have played the game, and found numerous situations where either I or the AI were engaged in a close-range firefight and attacked by bombers. I know that most people do not use heavy secondary guns, but since the option is there, I would rather it was not handicapped by something so trivial.
That's it, for now. Please feel free to criticize my ideas.
Edit.:
9) Loosening up the restrictions on 7-inch guns. They are too heavy for CL, and for CA and other applications they present negligible improvement in RoF over 8-inch guns in exchange for much reduced power. Perhaps they could be used in some limited capacity on CL, in the same way 6-inch guns can be used on big destroyers?
10) Not strictly a "ship design" idea, but could tech progression be improved? While I do understand that the game seeks to represent the uncertainty of the era about what works and what does not, and aims to diversify the progress of various nations, I find that compared to RTW1 it is very erratic.
11) Relaxing the restrictions on Panzerschiffe. Currently, you can barely build Deutchlands with good tech, and not really accurately, too. Allowing for some more variety could be beneficial.
12) A tickbox in the "Doctrine" screen for deploying CV and CVL only in support for the battlefleet as opposed to separate force. Deploying a fighter mule in a CTF is a rather questionable idea.
Okay, I believe I'm done for real.