1/3/2024 0 Comments Dreadnought ships buy![]() Unless there is a special mission directive, the AI will not act suicidally and will attempt to withdraw, if its fleet becomes heavily damaged or it is much weaker than yours. The AI uses ammunition wisely, holding fire when necessary or switching shell types according to the armor protection of the target. The AI evaluates the optimal engagement distance, using principles of the “Immunity Zone” and comparing its own firepower versus your ships. Naval combat becomes immersive and feels even more realistic when your opponent is able to react to your actions with a human-like and unexpected behavior. Every design detail of your warships has a significant effect on the combat capability of your ships. Their hull characteristics, internal upgrade selection and weight distribution not only modifies their speed and maneuverability but also their weapon effectiveness. Pick turret layout, armor scheme, funnel placement, tower variations making each ship look and feel unique. FEATURESīecome the architect of powerful warships, from small torpedo boats to mighty Battleships! Recreate famous ships such as the HMS Dreadnought and countless speculative designs. We are absolutely excited with what we are making and we hope everyone who is interested about the dreadnought era and naval warfare, will join our ambitious project and support us. That ANYONE thinks this game can scale appropriately for carriers is ludicrous.Ultimate Admiral: Dreadnoughts aims to be the first game of its kind - a true naval warfare game - which offers a unique opportunity to design and build countless variations of realistic looking warships combined with an extremely in-depth and realistic combat model. This is also one reason why I never played carriers in WOWS.STARTING 20km away from a 40kt destroyer is also ludicrous. I played way more than 20 thousand missions in WOWS.and one of my favorite things to do was to punch through the enemy screen in my destroyer, and go find a carrier and sink it. That ANYTHING thinks this game can scale appropriately for carriers is ludicrous. The very definition of fantasy is the willing suspension of disbelief. Originally posted by woahicanchangethis:Mentioning CVs at all is a surefire way to start a flame war, get in the bunker while you still can. (although, I coulda sworn I heard the devs say they were working on sub hulls for players to design- don't quote me on that though.) On the topic of subs- These are planned, however will likely be abstracted and not involved in battles. To maintain balance you really need to think about what exactly you're doing. All you have to do to make something OP is fiddle with stats. Not impossible, (as despite popular belief, just because a game has ships doesn't make it a copy of WoWs), but harder. ![]() And I think it'll tick off less people, considering how much you see people ranting every time they even come close to defeat.īut it's harder. Balancing is, probably the better route, for once I'll hand credit to the "the game is named dreadnoughts, not carriers!" crowd. Whether you make them balanced, or go historical, people will be ticked off. CVs killed BBs whether you like it or not. ![]() Here's to hoping, though- would allow for a lot more then just CVs.īalance wise, also a problem. You could just make every battle into a Samar like scenario, but that undermines carriers themselves, ignoring the obvious- "How the hell did someone let this happen in the firstplace?" The game only presents a very narrow view, "shooting started, this is the area, you have a few hours."ĬVs would need a broader view, scouting, making the game better with longer distances, etc. Simply put, the game doesn't have the scale to allow them. Mentioning CVs at all is a surefire way to start a flame war, get in the bunker while you still can.ĬVs would require lots of fundamental changes, and I don't mean "adding AA". ![]()
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