有些小问题
2:当友方舰队进攻但被避战后必须再花费两回合再兜一圈才能再次进攻,建议改为可以对本格敌舰发动追击(需要判定)
希望加入更多挂载
Review and suggestions.
ビスマルク海シナリオでの違和感
可能なら修正してほしいです
Maravilloso Wargame
The Ultimate Carrier Strategy Game is Here!
As a suggestion, most folks prefer to learn more by “doing” than by choking down documentation. In that vein, I think the game could be made more accessible—and more fun—for beginners and veterans alike by expanding the variety of Tutorials to include truly replayable mini-scenarios that not only isolate particular skills and mechanics, but can also be tuned, randomized, or even played competitively, opening up options for players looking for getting a “quick fix” of Pacific naval warfare in a short amount of time.
Example mini-games: for Search, a race against time to try and spot enemy carriers before they spot you. For Strike, a standoff between two airfields, trying to destroy more airplanes than they lose. Then perhaps a surface-to-suface scenario, trying to bring transports to engagement while avoiding an intercepting fleet. Next up, maybe a “Tokyo Express” scenario where the player must rush in to either land supplies on or bombard an airfield then get back to cover before daylight. For full mini-games, trying close and sink a carrier using only surface task forces (playable from either side) or even just a one vs one carrier duel.
As another thought, the list of Tutorials can be made shorter by having optional elements on each that users can select to set complexity or difficulty to their liking. In the airfield vs airfield idea, for example, there might an option to add surface ships trying to to bombard or land transports on the enemy field—much like the first (repulsed) Japanese attempt to land on Wake Island. Other features can have their own Tutorials too: subs, cruiser search planes, etc etc.
Regarding tunability, I wonder if perhaps even historical scenarios can be made less complex by adding an option to delegate certain forces to AI management?
Also, regarding randomization, maybe the game could benefit from a very basic scenario creation capability - even if it’s nothing more than a little tunability for the above-mentioned Tutorials. Nothing fancy: players choose the month, the map, and maybe the type of mission, then checkboxes that set the probability of various ships or bases being there. To keep things simple, the loadouts for these ships and bases can be predetermined based on the year and month selected: even starting locations can even be predetermined to make things even simpler - perhaps you might limit players only to variations on existing scenarios.
All in all, Carrier Battles is a truly great game!
Response from developer
Thanks for this lovely review, the first of 2022 ! What do you mean by "stack vs single unit mode is not quite there" ? You still have the choice to move air units by unit, stack or variable count
The Ultimate Carrier Strategy Game is Here!
In regards to learning, I humbly suggest most people learn best by “doing” rather than trying to choke down endless documentation: in other words, I think the game could be made a LOT more accessible with a much wider variety of Tutorials: not just demonstrations of particular skills, but fully playable mini-scenarios, limited in scope, that can be tuned, randomized, or even played competitively, especially for players looking for getting a “quick fix” of Pacific warfare in a very limited time.
Some ideas for Tutorials: for learning search, an airfield trying to spot transports closing in. For strike management, perhaps a standoff between two airfields, each trying to inflict a certain number of losses on each other. Another tutorial might be solely surface ships, trying to spot then bring another task force to a surface engagement. Next up, perhaps a “Tokyo Express” scenario where the player must attempt to land supplies on or bombard a critical airfield before daylight. To learn carrier operations, perhaps a single carrier trying to spot mulitple surface ships trying to close in, then perhaps a 1v1 carrier duel. As players gain mastery, additional elements steadily increase complexity: the airfield vs airfield idea can be elaborated to reducing an airfield’s capability enough to land transports (much like the first Japanese attempt to invade Wake Island). Other features can have their own Tutorials too: subs, cruiser search planes, etc etc. Finally, even full scenarios can be made more manageable if there was an option to delegate certain forces to the AI for management.
Regarding randomization, I think the game could benefit from a very basic scenario creation capability - even if it’s nothing more than a little tunability for the above-mentioned Tutorials. Nothing fancy: players choose the month, the map, and maybe the type of mission, then checkboxes that set the probability of various ships or bases being there. To keep things simple, the loadouts for these ships and bases can be predetermined based on the year and month selected: even starting locations can even be predetermined to make things even simpler - perhaps you might limit players only to variations on existing scenarios.
I hope these suggesions are not overwhelming, and thanks for the great game!
Response from developer
Thanks for this lovely review, the first of 2022 ! What do you mean by "stack vs single unit mode is not quite there" ? You still have the choice to move air units by unit, stack or variable count
好的游戏
太卡了
Response from developer
Fixed with version 1.12.7
Fleet merge gets disappeared
Worth your time
The BEST Digital Hex Game
Sure, at times there are bugs but it’s typically fixed in an expeditious manner. I have great respect for the effort this developer has put into this game and all the updates. I can’t recommend this game enough, it is worth every penny I’ve paid.
Game crashes now. Fixed.
Edit, new patch fixed the issue. Back to being the best iOS WW2 naval game.
Response from developer
Thanks for your patience, have a nice game !
有些小建议。
另外菲律宾海海战,舰载型零战全部都是零战二一是不是有点儿问题?应该更新一部分为零战五二。而且历史上日本人是把很多老零战挂上炸弹来补充对舰攻击,作为“爆战队”的。这方面建议和老版本一样,给零战也增加作为战斗轰炸机的能力。
Response from developer
In the end of Rabaul, only CV Saratoga and Princeton did strike Rabaul. Other carriers are just extra stuff. In Hailstone, separate out forces between the Kwajalein, Eniwetok and a carrier raid on Truk
Solid Purchase
更新完就闪退
Response from developer
Patch 1.14.4 fixed the crash. Thanks for you patience.
更新之后点进去会闪退
Crashes
Response from developer
Patch 1.14.4 fixed the crash. Thanks for you patience.
很好的模拟游戏
Response from developer
Patch 1.14.4 fixed the crash. Thanks for you patience.
莫名闪退
Response from developer
Patch 1.14.4 fixed the crash. Thanks for you patience.
