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| =Kancolle enhancement project= | | =Kancolle enhancement project= |
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− | The following list is what I think are good ideas to implement in KC in order to improve the game, while keeping its basic esthetic, and keeping in mind that it is still a free-to-play game that needs to make money. I absolutely do not want to transform this game into a generic and forgettable Gacha, I just want to imagine how an up-to-date Kancolle can be, with many features that I believe are missing in this 8+ years old game. I also consider that no 3rd party software should be used because if the game is "good enough" or even "perfect", it simply does not need such things (even so I will still use them myself). | + | The following list is what I think are good ideas to implement in KC in order to improve the game, while keeping its basic aesthetic, and keeping in mind that it is still a free-to-play game that needs to make money. I absolutely do not want to transform this game into a generic and forgettable Gacha, I just want to imagine how an up-to-date Kancolle can be, with many features that I believe are missing in this 8+ years old game. I also consider that no 3rd party software should be used because if the game is "good enough" or even "perfect", it simply does not need such things (even so I will still use them myself). |
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| <tabber> | | <tabber> |
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| ***Perfectly lock ships on each event when the average lock per even is increasing, | | ***Perfectly lock ships on each event when the average lock per even is increasing, |
| ***=>This is madness and way beyond reasonable. | | ***=>This is madness and way beyond reasonable. |
− | **Maybe giving those 50 new slots in several mid to late game hard quests, unlocked with HQ. | + | **Maybe giving those 50 new slots in several mid to late-game hard quests, unlocked with HQ. |
| **Maybe also give 5-10 slots with a hard quest for each KC anniversary, depending on the recently added ships. | | **Maybe also give 5-10 slots with a hard quest for each KC anniversary, depending on the recently added ships. |
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| *{{color|red|All ships required in quests '''must be''' obtainable at any moment}}, so you are not blocked at some point, praying for the next event (for [[Gotland]], [[Fletcher]], [[Johnston]], [[Samuel B. Roberts]], [[Gambier Bay]], & [[Shinshuu Maru]]). | | *{{color|red|All ships required in quests '''must be''' obtainable at any moment}}, so you are not blocked at some point, praying for the next event (for [[Gotland]], [[Fletcher]], [[Johnston]], [[Samuel B. Roberts]], [[Gambier Bay]], & [[Shinshuu Maru]]). |
− | **Another way to fix it, is to modify those quests, so they can accept the blocked ship, or some other alternative. | + | **Another way to fix it, is to modify those quests, so they can accept the unavailable ship, as well as some other alternative. |
| *{{color|red|All equipment required in quests '''must be''' obtainable at any moment}}, so you cannot be blocked forever if you loosed unique quest equipment (see [[User:Jigaraphale/Sandbox/1|Unobtaiable equipments]]). | | *{{color|red|All equipment required in quests '''must be''' obtainable at any moment}}, so you cannot be blocked forever if you loosed unique quest equipment (see [[User:Jigaraphale/Sandbox/1|Unobtaiable equipments]]). |
| **'''{{color|orange|Every piece of equipment must be obtainable}}''' (via craft/Akashi/quest/stock equipment) "at some point", no matter the price, so you can eventually complete the kancodex. | | **'''{{color|orange|Every piece of equipment must be obtainable}}''' (via craft/Akashi/quest/stock equipment) "at some point", no matter the price, so you can eventually complete the kancodex. |
− | **Newer equipment may only become obtainable for all, several months after introduction. | + | **Newer equipment may eventually become obtainable for all, but only several months after introduction. |
| **A hard limit to how many "special" equipment can be owned should be introduced to avoid power creep. | | **A hard limit to how many "special" equipment can be owned should be introduced to avoid power creep. |
− | **Some rarer equipment may be only given once (not including events/ranking) via upgrade quests like it is already the case for many rare ones. | + | **Some rarer equipment may be only given once (not including events/ranking) via upgrade quests as this is already the case for many rare ones. |
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| |-|General content= | | |-|General content= |
| *New maps : '''All Extra Operations'''. | | *New maps : '''All Extra Operations'''. |
| **We are waiting for the 2nd and 3rd EOs of the main worlds since they were introduced. | | **We are waiting for the 2nd and 3rd EOs of the main worlds since they were introduced. |
− | **At this point, such EO can serve to re-introduce some rare mechanics, such as {{EquipmentLink|Arctic Gear & Deck Personnel|text=AGDP}}, special nodes, historical fleets… | + | **At this point, such EO can serve to re-introduce some rare mechanics, such as {{EquipmentLink|Arctic Gear & Deck Personnel|text=AGDP}} for W3, special nodes, historical fleets… |
| **Since months are already charged enough with current EOs and quests, those new EOs may not be reseted each month and/or require the previous one to be unlocked (unlike [[1-6]]). | | **Since months are already charged enough with current EOs and quests, those new EOs may not be reseted each month and/or require the previous one to be unlocked (unlike [[1-6]]). |
| **Having only 2 EOs per world instead of 3 could also be a solution. | | **Having only 2 EOs per world instead of 3 could also be a solution. |
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| *Extend "One equipment mechanics": | | *Extend "One equipment mechanics": |
− | **Some equipment receive some exclusive mechanics within their category for no apparent reason, this should be extended for better consistency. | + | **Some equipment receive exclusive mechanics within their category for no apparent reason, this should be extended for consistency. |
| **Make the AA rocket barrage available to all AA rocket launchers: | | **Make the AA rocket barrage available to all AA rocket launchers: |
| ***The Rosa K2 stays the same, the regular Rosa has a worse trigger rate & stops fewer planes, and the British rockets have in-between properties. | | ***The Rosa K2 stays the same, the regular Rosa has a worse trigger rate & stops fewer planes, and the British rockets have in-between properties. |
− | **Give all Yellow recons Red T avoidance properties, with an avoidance effectiveness proportional to their LoS, and with maybe a chance to also avoid Head-ons for the better recons. | + | **Give all Yellow recons Red T avoidance properties, maybe with an avoidance effectiveness proportional to their LoS, and maybe with a chance to also avoid Head-ons for the better recons. |
− | ***This mechanic could be extended to Radas & SPR, with the better ones having similar properties, maybe less advantageous. | + | ***This mechanic could be extended to Radas & SPR, with some of the better ones having similar properties, tho less advantageous. |
− | **The Catalina resue function should come to more planes, like all flying boats and relevant seaplanes like the OS2U. | + | **The Catalina rescue function should come to more planes, like all flying boats, and relevant seaplanes like the OS2U. |
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| |-|Sorties= | | |-|Sorties= |
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| **The Combined Fleets' stats. | | **The Combined Fleets' stats. |
| **The LBAS air enhancements. | | **The LBAS air enhancements. |
| + | *Separate AA from Fighter Power, and make LBAS interception stats more logical & consistent. |
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| *Some equipment mechanics need to be reworked : | | *Some equipment mechanics need to be reworked : |
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| *'''{{color|red|Remove the stupid idea to have the Strike Force fleet in the 3rd fleet, this adds NOTHING to the game but frustration and big mistakes.}} | | *'''{{color|red|Remove the stupid idea to have the Strike Force fleet in the 3rd fleet, this adds NOTHING to the game but frustration and big mistakes.}} |
| **For now, it is objectively and factually terrible game design and proof of lazy/spaghetti coding. | | **For now, it is objectively and factually terrible game design and proof of lazy/spaghetti coding. |
− | **Making all fleets (aka n°1) "expedition capable" would be the best/easiest way to fix this flaw. | + | **Making all fleets (aka n°1) "expedition capable" would be the best/easiest way to fix this flaw. |
| **Historical elements are very much welcomed, unless they are detrimental to the game. | | **Historical elements are very much welcomed, unless they are detrimental to the game. |
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| *'''{{color|red|Rework "tag routing" !}} | | *'''{{color|red|Rework "tag routing" !}} |
| **In its recent implementations, it was possible to lock himself totally, making the event impossible to clear in '''ANY difficulty. | | **In its recent implementations, it was possible to lock himself totally, making the event impossible to clear in '''ANY difficulty. |
− | **If locks are not supposed to be an issue in lower difficulties, then a way to bypass this "tag routing" must be easily possible in those cases. | + | **If locks are not supposed to be an issue in lower difficulties, then a way to bypass this "tag routing" must be easily possible in those cases. (seams fixed for mid 2022) |
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| *Historical bonus general nerf. | | *Historical bonus general nerf. |