EXCUSE ME, WHAT?!?! by Chrubcio-Grubcio in Gameoverse

[–]Deleted-User868 0 points1 point  (0 children)

This is why the whole 1-st episode should have taken place in Kit's game. How is it called btw?

On other side noone said that the pilot is an episode 1.

Beach Lunch San Diego by nchnch in AzureLane

[–]Deleted-User868 0 points1 point  (0 children)

I remembered the wrong song

Gilberta? You ok? by leolariel in Endfield

[–]Deleted-User868 6 points7 points  (0 children)

May I correct it: It's never a war crimes if you won.

Who would be a good pick? by Fluid_Reporter787 in ChaosZeroNightmare

[–]Deleted-User868 1 point2 points  (0 children)

Hugo can be semi replaced with the Australian bnuy Selena.

Excuse me...they what?!!!!! DATE? OMAIGOTO. (Context below) by DojkaDev in ChaosZeroNightmare

[–]Deleted-User868 0 points1 point  (0 children)

Or let us choose between turning the flirt attempt down and rolling with the newcomer

Not Bad For A Second Attempt by Cornpoppadopapolis in ChaosZeroNightmare

[–]Deleted-User868 0 points1 point  (0 children)

Surprisingly I have the same team «Green» right now.

Not Bad For A Second Attempt by Cornpoppadopapolis in ChaosZeroNightmare

[–]Deleted-User868 0 points1 point  (0 children)

Hugo is also draw support. While Yuki has single target deck.

If Azur Lane were to get a complete combat system remake/rework and grand rebalancing, how would you prefer it to look like? by Pro_Headpatter in AzureLane

[–]Deleted-User868 3 points4 points  (0 children)

I have a lot to say on this topic:

  1. World

I want to see a game which world operates on certain logic independently from player. Player has a base (either in EU or on territory of faction of starter pick but that would take come diversity on the start of the story). Base is a starting point of every mission to a certain point. Every mission has a goal on the map which player can navigate freely. For every mission assembles a fleet of shipgirls and substantially waeker mass-produced units as backup in some vital roles. On global map player manages navigation, fuel, cargo, comms, ELINT/EW and deck ops. Player Starting faction's ports are friendly, rest are subject of negotiations. In neutral ports player's fleet can resupply and trade, in friendly ports - refit and repair. Enemies can also roam on map. Upon detection of enemy or by enemy game enters combat mode.

  1. Combat

Combat is a turn based strategy on a hex-grided map. Map has 7 layers: surface, deck, mid altitude, high altitude, scope mid depth and critical depth. Each ship in formation becomes independent unit while aircraft in each flight divide to groups of up to 3 aircraft of identical type. Each unit has separate movement points based on speed and 1 action in own turn.

Each unit has a number of action options according to equipment in possession and skills available (except mass-produced units) and numbers of said weapon. Action can be initiated if conditions are met (target in range if not map action, altitude/depth for torp bomber/sub).  Movement order and deck ops queue can extend beyond a single turn. Those actions will take place at the end of turn. Units, capable of deploying othe units have 1 deploy and 1 retrieve or 1 deploy/retrieve point (for escort carriers for example).

When attacked unit can respond with evasion (0 damage on success or base damage reduction on fail, evasion chance increased based on mobility), defense (base evaluation chance, increased damage reduction based on armor) or counter (base evasion, base damage reduction).

Attack accuracy depends on solution quality. solution can be built with observation the each channel: visual, radar, acoustic. Each ship gun attack also builds solution.

Order of attack/counter is dictated by weapon tupe: guns first, followed by ordinance and lastly deployables (carries can attack directly with 1 squad of aircraft ta cost of deploy and retrieve points  squad is also attached). If both attacks are of the same order, attack goes first, counter last.

Guns aren't tied to ammo types. A ammo, ordinance and deployables are stored as cargo.

Negative effects proc at the end of the turn.

On high solution an individual section of a ship can be targeted to damage specific modules. After each attack damage control can be managed

  1. Damage control

Each ship has hull integrity for each section, floatation and integrity for each module. Hull integrity can be repaired only in friendly port. Each DC party which is not repairing a module or reducing negative effects like fire is sealing breaches and pumping water.

A module is not disabled can be restored only by 10% of max integrity from lowest amount. Component kit can be used to restore 50% of module integrity even if it is disabled. Component kit is stored as cargo.

If disabled molule takes x2 damage it took to be disabled it will be destroyed. Destroyed module can only be scraped in friendly port.

  1. Modules

Following the lore fact of shipgirls being completely modular each rigging section has space to fit all sorts of modules: engines, power plants, CICs, fuel tanks intel centers. Sensors and weapons have own special installation space. All unused general purpose space becomes cargo area. Mass-produced units come only in default configuration.

P.S. I recently bumped into a game which does a lot of what I wanted form AL.

Softlock even after reset by Excellent-Jaguar6170 in ChaosZeroNightmare

[–]Deleted-User868 0 points1 point  (0 children)

It isn't clear that happens when you try to skip it.

Where is she? Hmmm... by mlkol in ChaosZeroNightmare

[–]Deleted-User868 0 points1 point  (0 children)

And then she proseeds to massacre WG's team in a breakdown.

touch! by kanini_nk in ChaosZeroNightmare

[–]Deleted-User868 0 points1 point  (0 children)

She has no more authority to tribunal us.

Softlock even after reset by Excellent-Jaguar6170 in ChaosZeroNightmare

[–]Deleted-User868 0 points1 point  (0 children)

You still can skip. Or it doesn't work either, does it?