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Old 04-02-14, 09:37 PM   #9
Killerfish Games
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Join Date: Aug 2012
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Welcome aboard Rayydar and thanks for the excellent feedback.

Tap Response: this is good to know. We've not seen this in testing, but we have heard if from others as well. Looks like an issue we'll have to examine.

Wakes: yeah we've copped some flak over the static wakes. Since the game is turn based the idea was to use them as vector displays of ship speed and direction (they shorten at lower ship speed). Unfortunately all the other graphics are so realistic that wakes do stand out as looking artificial and out of place. Good news is that the sequel already has bending wakes implemented and they look great.

Sequence of Actions: very good point. The bulk of these issues are due to implementing multiple player ships very late in development. We've solved this issue for the sequel.

Shore Bombardment: version 2.08 (Android) and soon to be released for iOS should address this issue. If the camera is focused on a target (airbase, bunker, fuel depot), then RADAR will give range to that location rather than just the centre of the island as it used to do. Shore bombardments will likely not be coming back in the sequel.

Ship Collisions: agreed. We had some technical issues with damaging ships and/or detecting the impact locations of various vessels. In the absence of a good solution we opted for the overly harsh rule of just scuttling both ships. Not sure if we'll go back and address this issue in Pacific Fleet, but for the sequel we are looking into finally solving this in a more realistic manner.

Subs: unfortunately we limited Pacific Fleet to 7 units per side. This makes it very difficult to add additional ships as well as forced us to drop either an IJN BB or sub. We dropped the sub so that the IJN camapign would be surface oriented. For US subs, when deployed alone they start much closer to the enemy. In addition when alone if they start in a bad position, they can just disengage and try again. This was intended to emulate the hunting of surface vessels and getting into position which some players liked, while others didn't.

Missions and Content: I think we underestimated player's appetites for naval engagements. 90 zones and Single Battles seemed like a lot on paper. How long does it take you folks to play through a campaign?

We learned much in the creation of Pacific Fleet. It is our debut game and does some things well but also has a few rough spots.

While you're here, what's your wishlist for a game like Pacific Fleet? In his review, Neal points out periscope view, torpedo salvos, sub depths, and a message log of events. What other features not in the current game would you like to see?
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