Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

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Player Suggestions - December
Hello Admirals,

This topic will help to prioritize feedback and get it all in one place
Please post your suggestions on improving the game in this thread.

Rules:
- 1x suggestion per post (or a clear numbered list of suggestions)
- Repeats of other player suggestions are allowed

We will collect suggestions and feedback and tell you which we will add to the development list for next stages at the end of the month.
Naposledy upravil MaxiZzz; 13. pro. 2021 v 7.53
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Zobrazeno 106120 z 222 komentářů
More settings to campaign, my biggest issue at the moment is the duration of the campaigns, they end too quick, allow a percentage scale for the starting budget of the player and ai, a scale to the monthly starting funds, victory point win conditions, victory points gained/ ship, costs and cost per month for ships, research time, REPAIR COSTS, that sort of stuff. let us choose how to set up the campaign

I feel as though crew damage is not high enough, a magazine explosion in a compartment would more than likely kill all crew in surrounding compartments.

Refitting a ship would be amazing, major components and structure obviously shouldn't be able to be swapped, i.e adding size to a hull, superstructure towers, though maybe be able to add displacement up to the limit on the ship size for that displacement, but upgrading gun marks (not size), torps if they fit, engine should be able to be done ( or maybe not engine idk) with a time delay and refit cost, minor things like gun powders, charge, fuel type, could be a month or two, while upgrading gun marks, engine, turret control mechanisms, steering, could be a 6 month process base plus some time for each added thing or something.

If there are no combat ships and there are transports remaining, those transports should be dead, whether we chase them or the battle ends and we assume the fleet chased (unless all friendly combat ships are severely damaged) the transports should not be floating

another thing that could be interesting is allowing ships to not repair if there is minimal damage, if a battleship takes a minor hit on one compartment it really shouldn't need to be repaired but that damage stays until the ship is repaired
Naposledy upravil TheMonkeysLeftTesticIe; 21. pro. 2021 v 15.32
at the start of a battle let ships see each other every time, and also allow waaaay more time speed up, battles are super tedious with these two things not in the game
An after-action report.

This would give statistics on the accuracy/penetration/dps on each gun type and/or on each vessel in battle for both you and the enemy in order to study and better improve your designs while countering the enemy's.

Being able to see which weapons/armor were most or least effective would help a lot in improving designs.

Gratuitous Space Battles (and its sequel) has something like this.
Allow us to set default division settings for the designs.

I mean things like ammo conservation.

I specifically request this so I can have the AI automatically set torpedoes to "Save" for my torpedo boats without having to manually change it at the start of every mission.
BOM 21. pro. 2021 v 20.40 
Long-time player here, first time suggester.

1) Please add a settings in the ship design screen for disabling cost- and weight limits. I want to make ridiculous memeships.

2) Please allow us to use the faster time settings even at short ranges. A lot of chases and even some fights take way too long to play out.
Naposledy upravil BOM; 21. pro. 2021 v 21.20
Firing arcs and an indicator of where the sections of the belt extend in editor.
Enemy torpedo's are a bit over the top, it seems all the enemy ships have them and launch at silly distances. It's hard to keep track of so many and hard to avoid in such mass numbers. Perhaps an Auto-Avoid option on the menu could work, saves keep tracking - I'd use the AI option but the AI Captains usually have me running away from battle rather than engaging into it.

My other beef would be ships that are heavily damaged, if you hit the target and hits and area already damaged it seems you do zero damage and finishing off targets can be difficult at times.

Loving the game and looking forward to the updates.
Peehaos the Custom Battle should be centered not on the year but on the designs, with the year determined by the first ship you pick from your stable?
After playing ~20 hours in Campaign, my suggestion would still be to enhance AI aggressiveness. I've been running into a lot of issues where my 3500 ton CA vrs a 3500 ton CA never can engage because the enemy ship just flees.
Need a continued Campaign... The otherside always gives up way way way too soon. I can barely get 8-10 years before they overthrow their King and end the campaign thus loosing all my research when things were just getting good because I won and have to start over... Should be able to continue forward through out the years and be able to declare war again within a certain time frame... Would also like to Micro a little more by being able to target different enemies at the same time or maybe even controlling individual turrets to assign targets...
1.Trading.
Add to the campaign map trade\convoy routes, so you can assign "Raiding fleet" to cripple enemy economy or choose to protect your own trade routes.
In the FLEET tab there is a ROLE, In Being/Sea Control. You could add another role, Raiding convoy route X,Y,Z. To protect your trading you could do "Escort convoy route X,Y,Z.
It is not clear how my transport ships got destroyed, from my understanding thats because enemy has more Sea Control than i do.

2. After battle statistics.
Would be nice to see more information about each ship. What shells it fired, what target, where it hits, how much damage etc. So we could understand what gun on which ship is working or not.
Show damaged ships repair times in after battle screen. Its a bit repetetive to go in the FLEET tab and look there after each battle.

3. Pre battle planning. (This is tricky to explain)
Give a list of tasks and priority for each class how to act during the battle.
Example list:
1.Kill enemy X
2.Kill enemy Y
3.Fire at closest enemy ship within X kilometers
4.Retreat
5.Follow A
6.Scout
7.Give control to AI
8.Screen B
9.Retreat\Folow\Screen(etc) if no more ammo
10.Retreat if critical damage
11.Secondaries target X
So before the battle starts, pick class for example:
BC and pick tasks for it to perform. "Task #2" "Task #3" "Task #8". By using this my Battlecruiser would search for enemy Y class then shoot at enemy nearest ship, if there is no ship at X km range, screen. If enemy enering X km range, do Task 3.
DD - Tasks #10, 9, 1, 6, 7.
Similar syster was in X3:AP Litcube's Universe mod.

5. Dud topredoes?
On the Research screen (and anywhere else), all instances of the word "weights" should be "weight". It is not correct to use it with an "s" in this context.

- In the tooltip for Engines, "Reduces engine weights" should be "Reduces engine weight"
- In the tooltip for Boilers, "Reduces boiler weights" should be "Reduces boiler weight"
- In the tooltip for Special Machinery, "Reduces engine weights" should be "Reduces engine weight"
- In the tooltip for Hull Strengthening, "Reduces hull weights" should be "Reduces hull weight"
- In the tooltip for Hull Construction, "Reduces hull weights" should be "Reduces hull weight"
- In the tooltip for Armor Forging, "Reduces armor weights" should be "Reduces armor weight"
Mobius 22. pro. 2021 v 18.56 
I've only played a couple hours in custom battles so my impressions are a bit limited, but two things that are must add to me are:

-1) Have the ability to have multiple different designs of the same ship type. So for example if I choose 4 BBs with Japan, I could have two Yamato-class and two Fuso-class in the same battle on my fleet.

-2) Add the ability to also design the enemy's fleet ships. Already in the beta build, I hadn't seen it.

Personally, I'm mostly interested in fights between historical ships/designs, like Richelieu-class/Dunkerque-class vs Bismarck-class/Scharnhorst-class for instance and not in whatever nonsense the AI come up with. I once saw them put a single secondary mount on a high barbette in front of a main gun. I thought I was about to have an aneurysm. :winter2019angrydog:
Naposledy upravil Mobius; 23. pro. 2021 v 10.43
HMS Dreadnought hull can't accept the 12-inch twin gun turret of its era. Come on!
Mobius původně napsal:
-2) Add the ability to also design the enemy's fleet ships.

Personally, I'm mostly interested in fights between historical ships/designs, like Richelieu-class/Dunkerque-class vs Bismarck-class/Scharnhorst-class for instance and not in whatever nonsense the AI come up with. I once saw them put a single secondary mount on a high barbette in front of a main gun. I thought I was about to have an aneurysm. :winter2019angrydog:
If you opt in to the beta you can do that.
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Zobrazeno 106120 z 222 komentářů
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Datum zveřejnění: 13. pro. 2021 v 7.38
Počet příspěvků: 222