Log in

View Full Version : Nimitz98's NWAC Suggestion Thread!


nimitz98
02-23-12, 07:57 PM
Post all your NWAC suggestions here, and i'll post them on the NWAC forum! :up:

Ali Fish
04-11-12, 12:22 PM
suggestion: create seriously dynamic audio sets for each units. as the commander (not the captain) i could/should/would be hearing whats going on over the radio chatter upon focusing around the arena. this would add a wonderfull extra vibe to whats goin on and the understandiing of whats goin on. but not just any old radio chatter to make it exciting. real chatter about weapon delivery , sensor readings. ship to ship commands. take the udio to the next level.

0rpheus
04-11-12, 01:36 PM
suggestion: create seriously dynamic audio sets for each units. as the commander (not the captain) i could/should/would be hearing whats going on over the radio chatter upon focusing around the arena. this would add a wonderfull extra vibe to whats goin on and the understandiing of whats goin on. but not just any old radio chatter to make it exciting. real chatter about weapon delivery , sensor readings. ship to ship commands. take the udio to the next level.

Seconding this, would be really cool. Lunar Flight has a similar layer of 'moon radio' chatter looping in the background while playing, similar to what Ali's suggesting here, and it adds a huge amount to the immersion factor. :up:

Also a suggestion: a unit viewer (like the museum in SH4 for example) would be really useful!

XanderF
04-12-12, 12:40 AM
Can we suggest something as obvious as a 'quick mission generator'? Something like DW's quick missions would be ideal.

seaniam81
04-12-12, 05:00 AM
Can we suggest something as obvious as a 'quick mission generator'? Something like DW's quick missions would be ideal.
Second

0rpheus
04-12-12, 11:17 AM
Nimitz, if you get a moment - could you ask on the NWAC forums if there's a problem with the NATO mission 'Peekaboo in the Fjords'? You start the mission with an ULA sub, but within seconds of the mission starting it gets nailed by a submarine off the starboard side with no chance of detection or evasion.

Seems a bit cheeky to not give us even a chance to save our only sub, seems even cheekier to dump an enemy sub on it in the first seconds of the mission. Wondering if this is a glitch/accidentally poor placement, and also if anyone's had any success evading torpedos! :haha:

XanderF
04-15-12, 01:29 AM
Another suggestion: once I torpedo a submarine and force it to the surface...let me shoot at it with my guns and missiles! The torpedoes are such a hard to use weapon...once I finally get the dang boat topside, lemme finish it off with something else!

One more thing: relying on aircraft to know when to mid-air-refuel instead of having any control over it is a bit of a pain. They aren't smart about it! I can't tell you how many times I've had my F-35 go blowing right past all the tankers just waiting around...keep going to the target...then decide 80% of the way there they don't have enough fuel (well, DUH), and half of them head back to the tankers and half of them RTB. The strike totally wasted! Very annoying...would be nice to be able to tell them 'hey guys, top off at the tankers before you head out to the target...'

EDIT: Another KEY thing...when you have aircraft out in the air, you can see the weapons in a list for them, and when you mouse-hover-over them, you get a tooltip with details of the weapon (range, what targets it can hit, etc). And when you have the aircraft on the ground/carrier, you can pick a weapons package out for it, with the packages all listing the weapons included...only, there is no tooltip for those! So you can't really find out what the game thinks a weapon's capabilities are until AFTER you've picked it AND launched the aircraft with it. There really ought to be the tooltip for the weapons when you are picking out the loadout for the aircraft, very much like the tooltip for the weapon when the aircraft is flying.

Sorge
04-15-12, 01:11 PM
Xander, I've found that using the bearing-only option for torpedoes seems to make them a lot more effective. If the torps are normally using bearing + range logic, then they'll probably explode or expire when they reach the original range of the target. I select the torps, click bearing only, and put the bearing a little bit ahead of the target. Torps should really just be bearing only by default.

As for AA missiles, after observing targets, it seems as though a lot of the missiles are getting defeated by countermeasures. The thing that sucks about this, is that my own aircraft seem pretty ineffective at using countermeasures and the F-35 don't seem to be equipped with them. I've had a little bit of success maneuvering the aircraft perpendicular to the incoming missile when it comes in close.

Refueling is also pretty frustrating. As already mentioned, there's no option to order it, and the aircraft tend to fly away only partially refueled.

Onkel Neal
04-15-12, 02:55 PM
Post all your NWAC suggestions here, and i'll post them on the NWAC forum! :up:

Fix the game. I cannot play more than 6 minutes before it freezes up.

XanderF
04-19-12, 02:15 AM
One more: the game needs multi-threading.

BADLY. No, let me make that a bit clearer.

VERY BADLY.

It's not even funny how poorly coded it is. I have an Intel Core i7-2600k @ 4.5ghz, with 16gb of DDR3-2133 ram. That's about as heavy horsepower as you can easily get in a PC. And at the climax of the 'Ragnarok Armada', I have a slideshow. Literally a slideshow, actually - the game will routinely just stop updating the screen or responding to mouse input for 4 or 5 minutes at a time. Music is still playing...stuttering off and on...and the AI seems to do just fine during this time jerking its way forward towards sinking my ships. Obviously, with no mouse input, I can do nothing but watch the disaster slideshow move forward one frame at a time.

Best part? CPU utilization is 12.5%. I have an 8-core/thread processor. Exactly one of those is, thus, totally slammed to the wall by this game. One, precisely. Not a bit more.

That's right - this game doesn't even have as many as TWO threads. It is entirely single-threaded.

(Oh, and it's also consuming pretty close to 2gb of ram at that point - I don't know, though, if that's really all the game needs...or if, well, it's limited to 32-bit address space on top of everything else.)

So...yeah, this game needs to be 64-bit and multi-threaded.

Attalar
04-20-12, 03:29 AM
Nice game - so far. What I miss is some kind of database for the units.
If you' need information about speed, range, weapons etc. you have nothing to look for. You can only check your own units.

And I find it confusing, that (in the German version) speed is measured in km/h instead of knots. I love the metric system but not for naval speed :D

Greetings from Germany

Bilge_Rat
04-23-12, 12:25 PM
In term of suggestions:

1. a "Save" button? We need to be able to save games, especially on larger, longer missions; and

2. being able to switch 3d to full screen view. When I have no orders to give, I am not interested in having the UI take up 1/3rd of the screen space.

Sorge
04-27-12, 11:29 PM
I've been using mid air refuel with some success lately. A few things I've noticed: the fuel state of my fighters does not seem to update until they are told to rtb or mid air refuel. I'll see it stay at some low value (e.g., 15%) for some time, then when I order them to the tanker, poof, they're at 100%. Also, if they're at bingo and i try to rebase them to a closer base, they tell me they don't have enough fuel to make it there, which makes no sense.

Another thing: if I tell a unit to use minimal ammo, I'd like that order to stick instead of having to click that button again each time I select a unit to engage.

Of course these are minor issues compared to others right now (stability, save features, etc)