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but give how many islands they are and blueprints and how you cant get them all, i think having a pool of THREE blueprints per island, and a randomiser removes one of the three options and you can choose one of the remaining two COULD be a good option in forcing you do adapt your strategy, but at least having some flexibility in choosing HOW you adapt your strategy to the scarcity of a resource.
It's broken. Fundamentally broken.
In terms of manufacturing, the Carrier Command 2 devs managed to take the worse aspects of the original Carrier Command and the Gaia Mission version. I haven't played that much of Carrier Command 2 since the ocean currents don't allow my carrier to approach certain islands near my start point (unlike my machine counterpart, who spawns with no interfering currents that I can tell from the map) and since it's an absolute crapshoot about what I may or may not be able to build after I conquer any given island, I have no idea what I'll gain from the resources I'll expend (ammo of various types and fuel, if nothing else) to take that island over.
The plus side of Gaia mission was that it had beautiful islands, the ability to launch multiple aircraft and ground vehicles at the same time, and a production system that looked at production capacity and resource availability after you found all the blueprints. The minus side of Gaia mission were that the ♥♥♥♥♥♥♥ blueprints existed at all outside of the asinine "campaign game" and the fact that if your carrier wasn't parked by an island, said island didn't really exist.
Drop the blueprints. Add resource and production capacity to the islands.
imho this RNG blueprints doesnt fit well with the whole naval military sim.
Why not make it so the blueprints can be purchased?
The more powerful the blueprint the more expensive.
What is the player supposed to do with 250k-500k credits?
I get that but you still get that benefit from randomly distributing the items and then telling the player where they are. The player still is stuck with trying to deal with the items that they can feasibly acquire rather than instantly gunning for their ideal perfect build, but you aren't forced to attack every island with useless blueprints on the off chance one of them will be something incredibly useful that turns the whole game around.
Getting the 100mm blueprint when you don't have bears or cannons isn't an opportunity to adapt, it's just cause for aggravation, especially since you can't go FIND bears and cannons, you just have to get lucky.
I like this idea.
Capturing islands gives you blueprints and access to that branch of blueprints... but if you have lots of credits you can buy blueprints from that branch after (if they havent/didnt drop)
So...
Capture and island with large munitions.
Capturing a large munitions give you access to ALL large munitions blueprints.
You randomly are rewarded the torpedo blueprint.
You WANT the 160mm blueprint, you can buy it with credits because youve captured a large munitions island and have access to all large munition blueprints - it costs... i dunno $25000 credits.
This seems like a good idea. Offer the player 5 blueprints and let him select 2. Maybe a 3rd if you pay a price (fixed or depending on the blueprint).
20mm ammo
30mm ammo
small bombs
-and maybe a little more depending on difficulty level
Dunno... theres a aweful lot of stuff left in the warehouse at spawn.
Sitting there and stocking up completely from the warehouse at the start makes a SIGNIFICANT improvement to you capability in the start of the game.
There is HEAPS of 30mm, 20mm and Missile(IR) available that it just not loaded onto the carrier.
Even Carrier Cruise Missiles.
I honestly dunno why we dont start with EVERYTHING on the carrier... why leave stuff in the warehouse at launch at all?
Maybe it's a semi-tutorial? How logistics work?
Its not, but that would be a good idea to expand the current (and insufficient) logistics tutorial.