View Full Version : [WIP] well this is different i need VOTES
steel shark
02-17-21, 05:12 AM
Im use to just doing what i want usually that,s one of the many advantages of modding solo
HOWEVER im not now and we both cant agree on a core matter and our vote strength is Equal 50/50
so hear WE GO !!!!
OPTION 1.) NATO ..... playable subs only
OPTION 2.) NATO & RUS ..... playable subs only
OPITION 3.) Subs & surface vessels ..... Playable
so Basically everything Also maybe playable aircraft / that,s for far later tho and if it can be done OFC to a degree that works well enough to use them
so
1 = NATO SUBS
2 = NATO/PACK SUBS
3 = EVERYTHING
ill start it and do 2 votes as its me and my partner
so please just one (1) number thank you after mine
Steel Shark
steel shark
02-17-21, 05:14 AM
1
3
clodio04
02-18-21, 12:32 PM
3
thanks to your job and your greats mods.
:Kaleun_Salute::yeah::subsim:
murat124
02-18-21, 06:54 PM
3
Thank you very much
FirestormMk3
03-13-21, 06:20 AM
2
I'm not saying 3 wouldn't be great, but feature creep can stall completion even for studios with many members, so adding 3 once 2 works might be more manageable.
In any case thanks for any and all work you do!
MR. Wood
03-13-21, 07:30 AM
I'd love to have 3 but will be more than happy with 2 so 2 for me
NIDGE2112
03-13-21, 12:55 PM
2 please and thanks for your hard work:Kaleun_Cheers:
goldmastersims
03-14-21, 04:15 PM
2 is the best balance between viability and content. Cold Waters is fundamentally designed for submarines.
It has taken a lot of iterations to implement many aspects of surface ships in the game properly. Before Epic Mod changed the game's code, the game literally thought these were submarines. Now Epic Mod has resolved many of the early problems with implementing surface ships, but it's still far from flawless. Killerfish Games didn't expect the modders to go this far.
The most major issue with making each surface ship viable is that the campaign doesn't assign ships missions according to their capabilities. Anti-submarine ships have an equal chance of getting thrown into merchant ship missions as anti-ship ships. The Kirov is simply far better than all of the other options because it can do everything. Meanwhile, the vanilla game knows whether land strike missions should be assigned based on the sub's ability to carry land attack missiles. There's nothing like this to balance ships.
Right now, surface ship engagements against other surface ships are a furious point-and-click adventure at flank speed while trying to destroy all the other ships and survive. This is where subs thrive because much more realistic tactics can be used. And again, that's what the game is fundamentally designed for.
Manually firing and aiming guns hasn't been figured out. I hope an implementation to manually aim guns similar to War on the Sea is added. We are better off waiting for Sea Power to release if we want to manually use all the surface ships' weapons.
steel shark
03-15-21, 07:37 AM
So we decided on Subs only and both so NATO & RUSSIAN
However im still deciding if to split it in to two separate mods
so
CWA - NATO
&
CWA - PACK
This would be a better choice for pure focus on the the two different sides if done this way
because it would be completely separate games dedicated to each side
that way nothing has to be shared so its will give a much better gaming experience for each side
so total separate :
audio
huds
Missions & campaigns structured for the side you are playing
Vessel specific missions or campaigns
voices & command in the correct terms
Separate graphic Language labels ect
dedicated weapon coding for the different sides ect
Specifically adjusted AI for the opposing side ect
I could list endless stuff Ect ......
im still deciding my self and need to talk with the others also
Steel Shark
two separate mods:Kaleun_Salute:
goldmastersims
03-18-21, 05:13 PM
Make NATO and Warsaw Pact subs two separate mods. The difference in enemy doctrine between both alone would only make the game more authentic.
Texas Red
03-18-21, 07:18 PM
Two separate mods.
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