baldrick

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Everything posted by baldrick

  1. [email protected] Also you can message them at the facebook page of the game (if you use facebook) https://www.facebook.com/MobileNavyFieldOfficial/
  2. I like leaving a bunch of mines over a sub in deep dive. Good Idea, new suggestion made in Ethor's "What do you want for 2019?" thread.
  3. Make hedgehogs able to damage a sub in deep dive
  4. Some higher tier I-400 sub has bow, stern tubes plus 2 squads of planes. these were overlapping the dive button.
  5. The dive dial needs improvement (add slide control much like the speed dial instead of long push), The radar is only useful as a centre screen to ship button. I have suggested before and repeat again that they could bring radar functionality by plotting a green blob on the main map (beyond the visual range) as the radar scans around. It will not move and fade until the next scan but radar assisted manual aiming will become possible.
  6. Darn, I missed you in game. Goodbye, have a nice time with whatever you get get involved with next. I hope you will pop back in the game just to say hi every now and then.
  7. A tier Vanguard does not have torps or AAW either. Has some half useful automatic secondary guns (only good for wearing down DDs).
  8. Partly agree, except for the embassy part. (I'm really against any unnecessary complexity) 1st Italy and France on their own Nations - there is no need to parasite on others 2nd many fleets require and/or have recruitment fleets. legalise these fleets by making them official spin-offs (that cannot give/get wof points to mother fleet). Alt nations should be able to join any allied fleet (more than one nation per player in a fleet allowed without counting towards the 50 players cap).
  9. More people are needed to add stats, this is going too slow. Any captains that want to support the project please send in your ships stats.
  10. A moderator's job is to suppress insults and general insanity out of the E&W global chats by rendering silent the offenders for 24 hours. I don't see anything wrong with that - except the occasional abuse of mod powers (that you are well aware that can be kept in check).
  11. I'm feeling the embrace of the dark side and enjoy it. I've done (sane) researches (~60) of 50 -150 gold and max steel/oil each across 5 nations and built a tier B BB (which was fun at the start - when the battles were not thick with A & B BBs), several tier C CLs, 2 CAs and a DD which I enjoy playing a lot, a tier B SS that feels like a chore and 2 A tier BBs that are fun. Bottom line is I don't regret the time spent or resources (mainly ~3500 gold - which I don't miss as with the 1000 gold bonus and by doing campaigns and survival I had not done I'm just 500 gold short from what I started when the dreaded patch came in). The game could have been way better, but we have to go on with what we have (if we choose to go on). Even when the next update comes around with the 130/140 level ships I don't believe they will render all the A tiers obsolete, just that you will know what you will build beforehand and not the uncertainty of the lottery. PS. That I play the game as is and enjoy it, does not mean I have changed my heart. I still think that the lottery has to go, a tree to substitute it and Italy and France created.
  12. Without any motive to repopulate the harbour defence no one will bother (I haven't). Maybe the devs should default the best available ships for defence, or use the attacking fleet if there is one for defence as well.
  13. Just noticed that while victorious crew did not get full xp (30 due to event) but only 20.
  14. After the "server maintenance" yesterday it seemed to be fixed. Well, back to 10xp average grinding...
  15. Once upon a time HA took resources from other players, they were actually removed from the defending player (if lost) and added to the attacker. At that time every player struggled to get a strong defending fleet. Then they realised that that system only robbed the poor to give to the rich, so resources were not removed from the defender if lost, just given to the winning attacker out of nothing. Then they limited the HA to level 65, precluding low level players from resources (for some reason). Most players did not bother removing their defending fleet, even strengthened it with new ships as they became available - or just used their attacking fleet for defence as well, presenting a good challenge. Then the developers in their infinite wisdom forced every player to remove their defending fleets - and without any motive to add them again the only fleets remaining in defence are those of inactive players. And this is how the developers of the game roll
  16. Battery relies on engines/speed, would a lurking sub have unlimited waiting time? Oxygen simulates better the need to surface after some time A battery indicator (limiting the distance a sub can travel while submerged) should only be used together an oxy indicator - not instead of.
  17. I think that for a Kaiser* (B tier) at 5000g + 3000g + 5000g = 13000g + other resources is way too much and cripples poorer players (that until now had a very much playable and competitive game albeit at a much slower pace than paying players). Gold should only be used for some - not all - ships and for accelerating the game rewards (more xp per battle, buy xp, finish builds earlier, buy resources). *or other premium B tier Consider linking your proposal to: What do you want for 2019?
  18. I had proposed some time ago to wipe HA from the game as a distracting mini-game within the game has no purpose. Apparently not many shared my view and forgot about it until now.
  19. They certainly should be different. they should be balanced (within tier, with tiers being progressively stronger) by hull, armour, range, damage, no of guns, reload, secondary guns. Meaning that (for example) a ship with stronger guns should have a lesser number, a ship with high broadside weight should have smaller hull etc. the sum of qualities should be balanced making same tier battleships approximately equals in battle (a good example was a kaiser vs queen victoria. as long as the kaiser managed to control the distance had the upper hand, once distance closed QV had the upper hand. In fleet that was even more balanced as the QV would be targetted by many ships as she tried to approach the enemies) Sorry for not making it clear in the first place. I definitely do not want all ships to be the same with different graphics and variety is nice.
  20. Resubmitting the Ship balance proposal, edited to include AAW guns for BBs after discussion. Properly balance ships. Remove all mines/torps, sonars etc from BBs - target is to make BBs vulnerable to SS so they depend on escorts to be successful. Similarly other ships (no sonars & launchers on CVs). A few oddballs (Mogami44, I400, Kitakami) are nice and give colour to the game. BBs gun only with secondary AAW- similar tiers should have similar balance of hull, armour, range, damage, no of guns, reload, secondary guns (with some nations having the edge in one of these - 7 stats, 7 nations). Be careful on broadside weights, size and speed. CAs fast guns with AAW secondary gun option DDs fast, CLs powerful ASW and AAW ships SSs silent hunters - Give some higher torpedo damage to higher tiers as now A tier BBs are unsinkable by subs CVs BB killers at range (supposing BBs are of BB size and speed - No Ammirragrio Di Saint Bon unless reclassed as CA - with CA stats Some ships - especially new ones are way out of balance. e.g. the B tier Bretagne and Paris BBs have broadsides of 30000 AND good range AND launchers. The game is fun as naval tactics. Having a couple of BBs work together and sweep through GBs is not fun. Link to thread with original suggestion:http://www.navyfieldmobile.com/index.php?/topic/553-france-and-italian-need-their-own-nation/
  21. Real world BBs had the most sophisticated AAW systems of their era (several guns from 1/2"-5" with dedicated directors and radars). Many were used as harbour AA defence. HOWEVER if BBs are not dependent on AAW ships (DD/CL/CA) for their AA cover, then CAs get killed and DDs & CLs only have an ASW function in the fleet. Thus I propose and insist on keeping the classes distinct, with distinct functions in a fleet - so that a good battle happens by nice cooperation between players. A year ago I had written the "Unofficial battle tips"* that was how a battle (should have) happened back then (IMO). Giving Battleships AAW and launchers just renders obsolete the smaller ships. The game is not realistic, never had been nor that is its purpose. In my view the game is about fast and fun battles (therefore for balance some ships have extraordinary qualities - like 30kn subs able to take a BB broadside and DDs doing 60 kn) *The unofficial battle tips are dated but consider it was written before occupation zones, auto-aim update (to compensate for target speed - targeting point was fixed close to bow of target dictating manual aim at long ranges) and at a time that BB100s were rare, nevermind 110s & 120s
  22. Tie WoF and Online battles to tiers, not levels. Online Beginner: max tier E Online Expert: max tier C Great Battle: Unlimited Beginner WoF: max tier C Expert Wof: max tier B Master Wof: Unlimited
  23. Abandon the lottery scheme. Make a ship tree and captain progress should follow that tree. (Already done research by the lottery scheme will leave branches in the air. Lucky those who have them). Earlier suggestion was to upgrade ships by level - it is too late for that now, levels are irrelevant.
  24. Make Italy and France into separate Nations. Have blueprints and ships already built in other nations transferred to the new. Exceptions: Provence and Andrea Doria given to specific nations. Link to original thread: http://www.navyfieldmobile.com/index.php?/topic/545-nf-developers-and-users-relations/
  25. Improve dev - players communication: The forums are here for persistent discussion. Game chat, discord and line are chat systems good for announcements Facebook also offer chat capabilities, has a big userbase and is good for persistent announcements. Also offers another nice tool: Poll. The developers can very well present a problem to their users (that many players are "spying" in other fleets in this case), propose the solution(s) they found (kick all alts from fleets) and LISTEN to player suggestions. They can then rank the suggestions and pick one or (even better) use the poll tool and let the users decide the best action. So it could have been like this: Day 1 (Announcement in Discord, Line, Facebook, and every 1-2 hours in game chat): It has come to our attention that many players join fleets with the intention of spying for another fleet. The NF team will take action to stop this behaviour. Please check the "Suggestions" Forum at navyfieldmobile.com for details. Discussion will happen until (3-5 days later), followed by a poll in facebook to reach the best solution from [date] to [date] (2-3 days after thread closure). Day 1 (Forums) Opening of thread for discussion under suggestions. Detail problem, moderate conversation and state specific dates for proposals taken and discussed, poll and implementation. Do give feedback in proposals (such as: good idea but will require 150 hours to code, thus cannot be implemented please consider dropping this or that feature - or make alternative suggestion) Day 4 Opening of poll in facebook Day 6-7 Announce results of poll and course to be taken - followed by explanation if the solution to be implemented is not the most popular one (it's still your game and we know you are here to make money from the game - we have conflicting interests) This way you give the community a sense of participation, the community will come up with some ideas (thus giving you back some work hours spent for doing all this) and everyone will be happier. (I think) Link to original thread: http://www.navyfieldmobile.com/index.php?/topic/545-nf-developers-and-users-relations/