RecceDG Posted October 21, 2019 Posted October 21, 2019 I picked up the game yesterday, and even in its Alpha state, it is streets ahead of the closest competitor that I’ve found (*Jutland*). Having just finished a Norman Friedland binge though, I’m a little disappointed in the ship designer. I was expecting more granularity on many aspects of ship design. For example, we get “Forward Tower I, II, III” as the only choices, where real-world it was more like “Tripod mast, or Pagoda, or Cage”? Flying (exposed) bridge, or enclosed? What kind of plotting room, equipped with what mechanical plotting assistance, and where is it? How many rangefinders, how big, where are they? Is the an anti-aircraft director? An anti-torpedo director? Where are the spotlights? And the hull I get to play with (so far) supports one main turret forward, one aft, and has casemate locations. Should I not have control over those mount locations? I should have control over hull beam and length. I should be siting machinery spaces and crew quarters and whatnot. A gun turret shouldn’t sit on a mount on a pre-designed hull, it should come with a hull section that contains the turret machinery and ammo storage. Etc etc. Have the devs read any of Friedman’s books?
The Fundamentalist Posted October 29, 2019 Posted October 29, 2019 (edited) This seems a bit pretentious. Perhaps instead of demanding that the devs go on a book reading binge, provide helpful information that would guide them in the right direction. Each of the characteristics you brought up require an infrastructure to support and wield, and different nations had different doctrine to which they adhered. Based on previous experience with the Darthmod and Ultimate General series, I would say that you're jumping the gun in assuming the Devs don't know what they're doing because the Alpha version of the game isn't an interactive history book. Relax. Edit: You've definitely jumped the gun. Visit the References subforum Edited October 29, 2019 by The Fundamentalist 1
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