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However, think the everyone's confusion about ship flaws in the game is understandable since the devs never explained in detail how it works and what can be done to reduce them. What effect (if any) do shipyards have on flaws? What about political meddling that results in change orders while the ship is already being constructed? Or if flaws can be completely eliminated?
Many opportunities for the devs to enlighten us.
First, the equipment used was all FLAW FREE. No equipment at the time of design was added that promoted the growth of flaws.
Second; the building process was flaw free, with flaws appearing only at the process of commissioning on TWO of the six ships.
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This leads me to wonder if tech discoveries during the time of the ships building can lead to ship flaws...?
Perhaps a few others can help determine what leads to most ship flaws...
Currently, my theories range from the dockyard space question to tech discoveries related to hull construction...
But I only had 2 flawed ships out of the build batch of six end up with flaws.
More information would help from others... And we can therefore identify and attempt to isolate/prevent ship flaws... In part at least.
Edit:
Exactly what I'm aiming at here, to define the processes by which ship flaws happen, especially when building using equipment that has no chance of ship flaws.
And these are modern designs laid down thirty years after the end date of this game. Remember that when you're building a dreadnought in the teens, there are still people alive who remember when ships were wooden, and all-metal vessels were experimental.
Here's the other thing - no matter how well tested a given technology is, there may still be idiots in charge. In 1919 a storage tank for molasses was built in Boston, for use in the production of military grade alcohol. But the guy who designed it didn't know a damn thing about engineering, and the engineer who did was ignored. One unusually warm winter day the whole damn thing burst, sending a wall of slow moving doom over the neighborhood. It sounds funny, but you're not as buoyant in molasses as you are in water, and quite a few people met a, well, a sticky end.
Thank you for giving that perspective on things...
Also, As an aside, Prince of Wales didnt go thru her shakedown cruise, where those gun issues might've been caught... She had issues with guns jamming due to tolerances and paranoia about flashfires...
So, yeah, there could be a whole realistic reason for ship flaws to be in game, and perhaps some ship wrights suddenly derp and think theyre working on a sailship or something... Lovely humanity...
But in the build test earlier, thinking about it now.. 6 3999 ton cruisers is under 24k tons. My shipyards at the time were not quite to that level yet [17000 some tons], but it does seem to fit that my theory with ship flaws being also related to ships being built outside the ship yard.
Two of the four ships were build outside the dockyards, hence they ended up with ship flaws while those built in the dockyards did not..
In a way, this was a good test to run with a certain number of ships outside the dockyard too, because four ships within the dockyard, 4 ships no ship flaws. Two ships outside dockyard, those ships ended up with flaws.
Ergo, from what it seems to be linked to is a mix of newer equipment and being built outside the dockyard results in ship flaws. So, try to limit production runs to dockyard limits.
That's an excellent point! All of this would have been great to have been added and play-tested during development. Adding new processes after "release"....I mean, if it worked logically in game and if how it worked (and doesn't work) was explained by GameLabs--well, that would be terrific!
[edit, added]: I have a feeling such an option would result in very odd behavior from the AI in-game. And if the AI cannot take advantage of the feature or cannot do it at all, then it should not be in the game.
Hood, Prince of Wales...
Bismark had her radar too close to her main guns... Wonder if theres a flaw like that in the game?
This is why I feel that 1950 is too short of cutoff point, as not necessarily all of the tech desired has been researched... But thats an aside. Not really related to this topic.
I wouldn't mind it so much if flaws were common, but you only regularly got 2-3 flaws per ship. Seems a bit feast and famine at the moment, you either get perfect designs or absolute trash...
Refit a ship and the flaws may be reduced - even if you refit technology that is more likely to be flawed,
I get it. We're not building with Lego here. Maybe give the player more info on the flaw system, like "there is X percent chance of flaws with this design" based on current tech level, etc.
Flaws are random through using "advanced tech" whereas the tech we're given that reduces flaws doesn't keep up at all. Doesn't have anything to do with dock capacity
The only way (which is LAME) to reduce flaws on a ship is to refit, and even then, it's not guaranteed, which imo is stupid. You should be able to say "I want all flaws gone, and yes, I'll take a 6 month ship building penalty for it"