slightlytreasonous Posted June 14, 2022 Posted June 14, 2022 Another 1.06 post/essay. Ships-Designing. Citadels are good but should be optional, or disabled on certain ships. Bit odd a 200 ton TB has one, and they do tend to screw with light ships a bit. Of course it would only be optional in the literal sense for larger ships. Guns. I said I think there's missed potential before, but without throwing the current system out I think that caliber should simply be a number you type in instead of a percentage thing. And we still need choice in the model used. Ships-Building Individual slipways and building refit designs. Helps prevent the AI from obliterating global steel reserves, so yes, it's totally related to 1.06. Ships-Homeport Ships and taskforces need a homeport they can set. And ports need to be able to expanded manually as well, in big amounts at once, I'd love to have a non historical main base. Ships-Politics. As has been said, there's not much you can really do to change global politics. Would be nice if there were more ways, not necessarily a guarantee for things to go your way, but still generally more. Ships-War Not much I have to say specifically here, just would be a bit nice if the scale of large wars was conveyed more. Our ship has sailed from the gun factories to Buckingham palace, and now it sails to battle. Ships-Battles. The least that should be done here is vague doctrines which affect certain probabilities, (Mahanian, Jeune ecole, etc). But I think that they should have a proper overhaul for more choice and replayability. Ships-Crew As said before, training and recruitment should be separated. Ships-End. 1
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