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 Post subject: Ultimate Admiral Dreadnaughts
PostPosted: Wed Oct 23, 2019 11:28 am 
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Pre-paid for this last night and got the Alpha build.

Pretty cool ship building / naval combat sim.

https://www.dreadnoughts.ultimateadmiral.com/

The Alpha build just comes with a 21 mission Naval Academy where you build different ship designs for different missions and then face off against the AI.

Apparently the full game will have a campaign where you take control of a major power and engage in an arms race.

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Wed Oct 23, 2019 11:52 am 
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AngryOldMan wrote:
Pre-paid for this last night and got the Alpha build.

Pretty cool ship building / naval combat sim.

https://www.dreadnoughts.ultimateadmiral.com/

The Alpha build just comes with a 21 mission Naval Academy where you build different ship designs for different missions and then face off against the AI.

Apparently the full game will have a campaign where you take control of a major power and engage in an arms race.



A You Tuber, "The History Guy" has been doing a series of video on this game.
https://www.youtube.com/channel/UCsJCJD ... -9w/videos

The game looks interesting......but I have mixed feelings about the developer "Game Labs".
They were the developer for "Naval Action"....a game with AMAZING graphics and tons of potential and they IMHO repeatedly hosed things up during the development.
I purchased and played Naval Action during its early access phase.

I might eventually purchase this Ultimate Admiral Dreadnaughts, but I am inclined to either wait for final release (or at least until they are close to final release) to see how things are progressing.

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Wed Oct 23, 2019 1:20 pm 
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chijohnaok wrote:
AngryOldMan wrote:
Pre-paid for this last night and got the Alpha build.

Pretty cool ship building / naval combat sim.

https://www.dreadnoughts.ultimateadmiral.com/

The Alpha build just comes with a 21 mission Naval Academy where you build different ship designs for different missions and then face off against the AI.

Apparently the full game will have a campaign where you take control of a major power and engage in an arms race.



A You Tuber, "The History Guy" has been doing a series of video on this game.
https://www.youtube.com/channel/UCsJCJD ... -9w/videos

The game looks interesting......but I have mixed feelings about the developer "Game Labs".
They were the developer for "Naval Action"....a game with AMAZING graphics and tons of potential and they IMHO repeatedly hosed things up during the development.
I purchased and played Naval Action during its early access phase.

I might eventually purchase this Ultimate Admiral Dreadnaughts, but I am inclined to either wait for final release (or at least until they are close to final release) to see how things are progressing.


So far I like it but I feel like they need to tweek the damage model. It seems like severely damaged enemy ships are able to stay afloat and continue to return effective fire for far too long. This forces you to keep hammering away at it till it sinks when in the real world the few remaining live crew members would be so preoccupied putting out fires and bailing water or searching for a life boat that they would not have time to operate the guns even if they were still operational.

Otherwise though, I find it a very fun and engaging build and fight game. It will be interesting to see how the campaign is implemented.

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Wed Oct 23, 2019 2:23 pm 
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Quote:
I find it a very fun and engaging build and fight game. It will be interesting to see how the campaign is implemented.


That was apparently one of the points where Game Labs failed with Naval Action.

The game's earliest alpha version was referred to as "Sea Trials".
It was Naval Action (late 1700s/early 1800s sailing ships) that were in a multi-player World of Warships type matchmaker form.
You'd wait in a room until a sufficient # of players were readied, then it would kick into a X number vs X number "closed" area battlefield fight would take place.
(I never played the game in its Sea Trials stage).

The developers then implemented an "Open World" format, with a map of the Caribbean, Gulf of Mexico and East Coast USA, with ports. trading, crafting, open world "hunting" as well as more organized port battle conquest.
This was where (IMHO) the developers failed. They seemed to not be able to make up their minds as to exactly the form this would all take; players were allowed to offer feedback. The developers were notorious then for not making small tweaks (based on the feedback) to "fix" problems; rather they would make wholesale 180 degree changes---pleasing no one.

-------

If this "campaign" that they intend to create remains a single player PVE sort of thing, then maybe they can pull out something worthwhile.
But if this campaign thing includes or grows into a multi-player component, then all bets may be off.

Anyway...just my 2 cents and comments regarding my past experience with a Game Labs product.

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Wed Oct 23, 2019 5:08 pm 
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You played Naval Action quite a lot, John. I don't know if u got ur money worth. Entertainment time:dollars spent. I dunno.

Regarding this new game, I liked Ultimate General:Civil War, prolly played it over 100 hours. I'm going to let this new game they're working on "bake".

Ray already started a thread on this game:

viewtopic.php?f=9&t=21051&p=350774&hilit=ultimate+admiral#p350774

John, your memory is starting to slip ;)

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Thu Oct 24, 2019 3:38 pm 
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C_S wrote:
You played Naval Action quite a lot, John. I don't know if u got ur money worth. Entertainment time:dollars spent. I dunno.

Regarding this new game, I liked Ultimate General:Civil War, prolly played it over 100 hours. I'm going to let this new game they're working on "bake".

Ray already started a thread on this game:

viewtopic.php?f=9&t=21051&p=350774&hilit=ultimate+admiral#p350774

John, your memory is starting to slip ;)


That thread is Ultimate Admirals-Age of Sail”. I think that is a different game from UA-Dreadnaughts.

As for getting my money’s worth with Naval Action.

If I recall, I think it cost between $45-50 when I first bought it.
If you take cost / hours played then I definitely got my money’s worth.
Now I eventually purchased a second account...so as to get more crafting hours, storage for mats and so forth. It was easier to craft things then on my main account. In hindsight, I’m not sure I got my money’s worth out of the 2nd account.

If they had not fucked the development the way that they did I would still probably be playing the game.

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Fri Oct 25, 2019 9:49 am 
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chijohnaok wrote:

That thread is Ultimate Admirals-Age of Sail”. I think that is a different game from UA-Dreadnaughts.



You are correct sir! Dreadnaughts as the name would imply focuses on roughly pre WW I to early WW II era surface vessels while Age of Sail, well that is self evident as well.

The modelling is superb and the design studio is unreal. Some of the missions are a bit dull like trying to raid an armed convoy without the firepower to directly confront the escort. I don't really enjoy sending 6 fast torpedo cruisers on a suicide mission to take out transports at close range while getting hammered by battleships that can take them out with 1 lucky shot and no ability to fight back.

OTOH, I love having 1 modern Yamato class super BB go up against an entire enemy task force.

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Fri Oct 25, 2019 11:24 am 
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AngryOldMan wrote:
chijohnaok wrote:

That thread is Ultimate Admirals-Age of Sail”. I think that is a different game from UA-Dreadnaughts.



You are correct sir! Dreadnaughts as the name would imply focuses on roughly pre WW I to early WW II era surface vessels while Age of Sail, well that is self evident as well.

The modelling is superb and the design studio is unreal. Some of the missions are a bit dull like trying to raid an armed convoy without the firepower to directly confront the escort. I don't really enjoy sending 6 fast torpedo cruisers on a suicide mission to take out transports at close range while getting hammered by battleships that can take them out with 1 lucky shot and no ability to fight back.

OTOH, I love having 1 modern Yamato class super BB go up against an entire enemy task force.


Quote:
The modelling is superb and the design studio is unreal


I think those are strengths for Game Labs.
Ship modeling in Naval Action was very good.
Graphics were very very good.
And their attention to detail (at times) can be remarkable.
One example that stuck in my mind @ Naval Action was one time when I anchored my ship close to the shore/up a river overnight.
(in Open World the game runs on a 24 hr clock, albeit the 'night hours' are sped up at several times the speed of 'daylight hours')
As I sat there, watching the sun set and the moon rise I could hear the sound of crickets and hoot owls in the background. I mean crickets and owls would appear to be somewhat trivial details for an age of sail game, but that is the sort of detail that helps provide for a very good 'immersion'.

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Fri Oct 25, 2019 1:17 pm 
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chijohnaok wrote:
As I sat there, watching the sun set and the moon rise I could hear the sound of crickets and hoot owls in the background. I mean crickets and owls would appear to be somewhat trivial details for an age of sail game, but that is the sort of detail that helps provide for a very good 'immersion'.


Wow. That is impressive.

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 Post subject: Re: Ultimate Admiral Dreadnaughts
PostPosted: Fri Oct 25, 2019 1:51 pm 
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AngryOldMan wrote:
chijohnaok wrote:
As I sat there, watching the sun set and the moon rise I could hear the sound of crickets and hoot owls in the background. I mean crickets and owls would appear to be somewhat trivial details for an age of sail game, but that is the sort of detail that helps provide for a very good 'immersion'.


Wow. That is impressive.

Even more remarkable is that if your ship was far offshore “at night” you could not hear the crickets and hoot owls; only when you were extremely close to the shoreline.
So there was apparently some sort of “proximity trigger” built into the map for those specific sound effects to kick in..and that was consistent all across the game map (which again covered the Caribbean, Gulf of Mexico and much of the East Coast US).

Now there were occasional glitches....there were automated AI ships that sailed around on regular programmed routes, and occasionally you might see a ship sail across a sandbar or other strip of land, or a ship that was ‘stuck’ in place. But if you clicked the in game error report button with a quick description of the error they were usually pretty good about fixing the glitch in a timely manner.

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