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=Kancolle enhancement project=
 
=Kancolle enhancement project=
   −
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).
+
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 11+ 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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***Clear hundreds of composition and sortie quests each requiring different ships,
 
***Clear hundreds of composition and sortie quests each requiring different ships,
 
***Have high-level META ships,  
 
***Have high-level META ships,  
***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 event 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.
   −
*Maybe also give some ways to obtain new rings.
+
*{{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]], and [[USN]] SS).
**For instance, rewarding one ring for st-Valentine, after a very hard limited-quest.
+
**Making them "normal" drop is the best way to fix it,
 +
**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 equipments required in quests '''must be''' obtainable at any moment}}, so you cannot be blocked forever if you lose unique quest equipments (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,
 +
**Newer equipments may eventually become obtainable for all, but only several months/years after introduction, so to maintain the edge for more advanced players,
 +
**"Special/greater/rarer" equipments should be "limited" (not including events/ranking) and harder to obtain, to avoid power creep, as it is already done for some, and still giving a good reason to rank and play in harder modes.
 +
***It is better to have an equipment behind a "Nonaka price" rather than not obtainable at all for no reason.
    
*Rework all the shop economy! Some items are too expensive (resources, consumables, …), too cheap (dock extensions, rings, …), and/or useless.
 
*Rework all the shop economy! Some items are too expensive (resources, consumables, …), too cheap (dock extensions, rings, …), and/or useless.
    
*Equipment preset deployment must be fixed!
 
*Equipment preset deployment must be fixed!
**It can be improved by separation saves by types (BB with BB, CV with CV, DD with DD…) just like the ship selection tab.
+
**It can be improved by separating saves by ship types (BB with BB, CV with CV, DD with DD…) just like the ship selection tab.
 
**Setups using RE or already equipped equipment not being usable on any ship is a complete nonsense, and should just work as for fleet presets, here only equipping the relevant and available equipment, with just a message warning about that.
 
**Setups using RE or already equipped equipment not being usable on any ship is a complete nonsense, and should just work as for fleet presets, here only equipping the relevant and available equipment, with just a message warning about that.
 
**This would make much more sense than the useless mess currently there, finally adding a real solution for equipment presets.
 
**This would make much more sense than the useless mess currently there, finally adding a real solution for equipment presets.
   −
*A more explanatory crafting system (something that is not some witchcraft recipes like now).
+
*A more explanatory crafting system (something that is not some witchcraft recipes like now),
**Maybe just give some guidelines/probabilities on which class of equipment/ships you are going to craft within a range of resources used.
+
**Maybe just give some guidelines/probabilities on which class of equipment/ships you are going to craft within a range of resources used,
**Make LSC great again! For now, it is just a Maruyuu machine…
+
**Make LSC great again! For now, it is just a Maruyuu machine… with no real purpose for ship building in late-game.
    
*A '''"quest tree"''', or at least some way to know what we have done and the immediate new quests we can unlock for every quest.
 
*A '''"quest tree"''', or at least some way to know what we have done and the immediate new quests we can unlock for every quest.
 
*More info about quest rewards, so we can manage our quests to clear.
 
*More info about quest rewards, so we can manage our quests to clear.
  −
*{{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 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|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 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.
  −
**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.
      
|-|General content=
 
|-|General content=
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**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}} for W3, 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…
 +
***Ships like [[Souya]] could also gain some utility by having some exclusive routing (aka ice breaker in the W3 Arctic advantageous routing),
 
**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.
 
**Some EOs could be changed/updated every quarter/year :
 
**Some EOs could be changed/updated every quarter/year :
 
***Maybe using older events maps and gimmicks.
 
***Maybe using older events maps and gimmicks.
****It would be interesting to replace the rewards with something like ranking points or even a special currency that could buy some old event-limited equipment.
+
****It would be interesting to replace the original event rewards with something like ranking points or even a special currency that could buy some old event-limited equipments.
 
***Using randomly generated map (forcing you to explore a bit every month) => maybe just 1 or 2, not to overwhelm us.
 
***Using randomly generated map (forcing you to explore a bit every month) => maybe just 1 or 2, not to overwhelm us.
   Line 58: Line 57:  
***Some expeditions could also be randomly generated, adding more variations.
 
***Some expeditions could also be randomly generated, adding more variations.
   −
*Extend "One equipment mechanics":
+
*Extend "One equipment mechanics" :
**Some equipment receive exclusive mechanics within their category for no apparent reason, this should be extended for consistency.
+
**Some equipments 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.
+
***E.g. 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, maybe with an avoidance effectiveness proportional to their LoS, and maybe with 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 some of the better ones having similar properties, tho less advantageous.
 
***This mechanic could be extended to Radas & SPR, with some of the better ones having similar properties, tho less advantageous.
**The Catalina rescue 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,
 +
**The high-altitude rocket interception, given to all high-altitude intercepters and not just rocket ones,
    
|-|Sorties=
 
|-|Sorties=
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*Possibility at any time to see the fleet state (engagement, air situation, HPs...), so you can maybe close your eyes for more than 0.5 s without the fear to miss something.
 
*Possibility at any time to see the fleet state (engagement, air situation, HPs...), so you can maybe close your eyes for more than 0.5 s without the fear to miss something.
 
**Doing it like Kcanotify does (with overlays) is a good starting point.
 
**Doing it like Kcanotify does (with overlays) is a good starting point.
*More obvious routing / LoS effect on the sortie, where you can guess a given map routing by yourself with less ambiguity, and without the need to do several hundred runs, reporting it in some Excel sheets.
+
*Clearer routing, where you can guess a given map routing by yourself with less ambiguity, and without the need to do several hundred runs, reporting it in some Excel sheets.
 
+
**In-port log of the fleets used on the map could help,
*In-port log of the fleets used on the map.
+
***Just knowing the girls' types and fleet LoS could be enough,
**Just knowing the girls' types and fleet LoS could be enough.
+
***This could be replaced with an expedition-type overlay, where when selecting the map, the shadows of minimum/allowed/used fleets are displayed.
**This could be replaced with an expedition type overlay, where when selecting the map, the shadows of minimum/allowed/used fleets are displayed.
      
*'''Less useless loading times.
 
*'''Less useless loading times.
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*Separate AA from Fighter Power, and make LBAS interception stats more logical & consistent.
 
*Separate AA from Fighter Power, and make LBAS interception stats more logical & consistent.
   −
*Some equipment mechanics need to be reworked :
+
*Some equipments mechanics need to be reworked :
 
**The Rice items are useless for now.
 
**The Rice items are useless for now.
 
**The majority of secondary guns are completely useless.
 
**The majority of secondary guns are completely useless.
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**Almost all lower-tier AA guns have no purpose but to be scraped.
 
**Almost all lower-tier AA guns have no purpose but to be scraped.
 
**Several equipments have no purpose in the game, they are not used in sorties, not scrapped for quests, or consumed with Akashi, they need some reworks.
 
**Several equipments have no purpose in the game, they are not used in sorties, not scrapped for quests, or consumed with Akashi, they need some reworks.
**There is both an overabundance of equipment and a lack of setup diversity, saying much about the current state of the META.
+
**There is both an overabundance of equipments and a lack of setup diversity, saying much about the current state of the META.
    
|-|Event=
 
|-|Event=
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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. (seams fixed for mid 2022)
+
**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. seems fixed since mid 2022)
    
*Historical bonus general nerf.  
 
*Historical bonus general nerf.  
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**Opening and closing attacks,
 
**Opening and closing attacks,
 
**Fleet compositions,
 
**Fleet compositions,
**Day and night battles mechanics,
+
**Day and night battle mechanics,
**Different nodes guide (combat, night, storm, resources, air-raid, air-battle, ambush, refueling, repairing, routing, blue, boss, TP, …),
+
**Different nodes guide (combat, night, storm, resources, air-raid, air-battle, ambush, refueling, repairing, routing, blue, boss, TP, Sub, ASS, attol, installation …),
**Routing explanations, from LoS to ship restriction, how does it work, and how to find it by ourselves,
+
**Routing explanations, from LoS to ship restriction, how it works, and how to find it by ourselves,
 
**Airplanes effects, echelons, attack types, synergies, cut-in, slots size, AA resist …
 
**Airplanes effects, echelons, attack types, synergies, cut-in, slots size, AA resist …
 
**Synergies bonus :
 
**Synergies bonus :
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*Event general tuto :
 
*Event general tuto :
**Difficulties,
+
**Difficulties, notably limitations,
**Difficulty switch,
+
**Difficulty switch and resets,
 
**Locks,
 
**Locks,
**Historical bonus,
+
**Historical bonuses,
 
**Historical attacks and routings (like 2021 spring Drum fleets),
 
**Historical attacks and routings (like 2021 spring Drum fleets),
 
**Combined fleets,
 
**Combined fleets,
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**High altitude interception.
 
**High altitude interception.
   −
*A special guide for each special mechanic (touch & ci) could appear when we unlock it.
+
*A special guide for each special mechanic (touch & ci) could appear only after we unlocked it.
 
**For instance, on every Big Seven's Gallery profile, you can find her touch tuto and effects.
 
**For instance, on every Big Seven's Gallery profile, you can find her touch tuto and effects.
   Line 157: Line 156:  
*More tuto maps mechanics (using regular maps like EOs to display some mechanics):
 
*More tuto maps mechanics (using regular maps like EOs to display some mechanics):
 
**Special unique gears use (artic gear, Akashi sortie repair, refueling, FCF...),
 
**Special unique gears use (artic gear, Akashi sortie repair, refueling, FCF...),
**Special mechanics like TP phases or any LBAS related mechanic currently missing.
+
**Special mechanics like TP phases or any LBAS-related mechanic currently missing.
    
*Ranking Tuto:
 
*Ranking Tuto:
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**Some guidelines on the goals of ranking, how it works (reset & ci), and how to get points, are needed !
 
**Some guidelines on the goals of ranking, how it works (reset & ci), and how to get points, are needed !
   −
*''Use Katori or/and Kashima as the "tuto mascots".
+
*''Use the {{Class|Katori}} as the "tuto mascots".
**''Give Gotland as the final tuto reward, a nice Easter egg, and fixing her obtainability issue at the same time.
+
**''Reward Gotland as the final tuto reward, a nice Easter egg, and fixing her obtainability issue at the same time.
    
|-|Upgrade system=
 
|-|Upgrade system=
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*General screw price balancing :
 
*General screw price balancing :
**Some equipment are way too expensive for what they are, and others are very cheap.
+
**Some equipments are way too expensive for what they are, and others are very cheap.
 
***[[SK Radar]] and [[Type 1 Land-based Attack Aircraft Model 22A]] are among the stupidest.
 
***[[SK Radar]] and [[Type 1 Land-based Attack Aircraft Model 22A]] are among the stupidest.
 
**The range of cost is stupidly random, with for a given upgrade price, the guaranteed price range from +50 % to +100 % for no reason.
 
**The range of cost is stupidly random, with for a given upgrade price, the guaranteed price range from +50 % to +100 % for no reason.
 +
**The fact that you can guaranty a 100% rate, is also a stupid element that has no reason to exist but to trap new players in wasting resources.
 
***Some standardization would be appreciable.
 
***Some standardization would be appreciable.
   Line 186: Line 186:  
|-|Farming=
 
|-|Farming=
 
*Rework the expeditions rewards & length (some are way too useless).
 
*Rework the expeditions rewards & length (some are way too useless).
**It could be interesting to add special rewards to the "very long" expeditions (18+ h) like rarer consumables (cakes, AS baskets, emergency repairs…), eventually making those expeditions more expensive to run to balance them.
+
**It could be interesting to add special rewards to the "very long" expeditions (18+ h) like rarer consumables (screws, cakes, AS baskets, emergency repairs…), eventually making those expeditions more expensive to run to balance them.
   −
*'''Morale should come back to 50 when the girl rest.
+
*'''Morale should come back to 50 when girls rest.
**Maybe add a "relaxing mechanic" (like a dormitory, spa, onsen, restaurant…) where you can dock a limited amount of ship to raise their morale above 50 (maybe up to 100), maybe consuming some resources at the same time. A tier system could be used, where for every +10 moral point gained, a girl needs exponentially more time/resources to get it.
+
**Maybe add a "relaxing mechanic" (like a dormitory, spa, onsen, restaurant…) where you can dock a limited amount of ships to raise their morale above 50 (maybe up to 100), maybe consuming some resources at the same time. A tier system could be used, where for every +10 moral point gained, a girl needs exponentially more time/resources to get it.
 
**Maybe add a new bonus for married girls: the morale recovers faster and caps higher.
 
**Maybe add a new bonus for married girls: the morale recovers faster and caps higher.
 
**Morale above 50 could also go back down after some time (maybe losing 1 morale per day), encouraging smarter moral management rather than simple 1-1 farming.
 
**Morale above 50 could also go back down after some time (maybe losing 1 morale per day), encouraging smarter moral management rather than simple 1-1 farming.
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*For sparkling (making it more visible),
 
*For sparkling (making it more visible),
 
*More accurate percentage for quests (like with 10 % increments),
 
*More accurate percentage for quests (like with 10 % increments),
*To sort ships and equipment by stats, by types, by capacities (e.g. DLC capable), ...
+
*To sort ships and equipments by stats, by types, by capacities (e.g. DLC capable), ...
 
*Dark mode (for my poor eyes),
 
*Dark mode (for my poor eyes),
 
*Notifications for expeditions, repair, craft, morale, …
 
*Notifications for expeditions, repair, craft, morale, …
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*Global fleet stat for the expedition menu,
 
*Global fleet stat for the expedition menu,
 
*Better sound and music management,
 
*Better sound and music management,
*In-game dev logs with the possibility to see past patch notes, so we can have a genuine way to see new stuff added for each update, with maybe some announcements on the side using a new kind of board, clearly separating the KC twitter account from the default changelog/announcement board.
+
*In-game dev logs with the possibility to see past patch notes, so we can have a genuine way to see new stuff added for each update, with maybe some announcements on the side using a new kind of board, clearly separating the KC Twitter account from the default changelog/announcement board.
 +
 
 +
|-|Equipement Types=
 +
New equipement classification. Many different types of equipments share a same icon, where it would be more logical and convenient to add some distinctions :
 +
*Separating "high angle guns" depending on if they are DD main, CL main, secondary, or large secondary,
 +
*Separating CL & CA guns,
 +
*Separating turret / submarine / midget-sub torpedoes,
 +
**Reclassing the [[53cm Hull-mount (Oxygen) Torpedoes]] as sub torp,
 +
*Separating dive bombers and fighter bombers, and make USN fighter bombers real ones,
 +
*Combining jets (no need for 2 unique icons),
 +
*Making the night fighter & night attacker icons more distinguishable, and add the the night bomber icon,
 +
*Separating seaplane recons and bombers,
 +
*Separating "AA rocket lauchers" from "AA guns",
 +
*Separating depth-charges racks / depth-charges projectors / ASW mortars,
 +
*Separating DLC / landing Tanks / Armed boats, and making the family/type behaviors more logical & standard,
 +
**Reclassing the [[M4A1 DD]] as an Amphibious Tank and not a landing DLC,
 +
 
 +
*Redestributing LBAS planes, for bombers, escort-fighter, interceptors, high-altitude interceptors, LBAS recons, ASW bombers, Jets.
 +
**Putting the {{EquipmentLink|Me 163B|Prototype Shuusui|Shuusui|text=Rocket interceptors}} as a proper category,
 +
**Combining land-based bombers/assault/Hayabusa bomber.
 +
 
 +
Adding a "dual-purpose" nuance could also help for :
 +
*High-angle guns,
 +
*AA / Surface radar,
 +
*Fighter bombers,
 +
*Bomber / ASW plane,
 +
*Small/large/very large equipments (main guns, secondaries, searchlights, radars, sonars, recons, armors…).
    
|-|Bonus stuff=
 
|-|Bonus stuff=
 
''Not really needed, but highly appreciable.
 
''Not really needed, but highly appreciable.
   −
*New equipement classification. Many different types of equipment share a same icon, where it would be more logical and convenient to add some distinctions :
+
*Maybe give some ways to obtain new rings.
**Separating "high angle guns" depending on if they are DD main, CL main, secondary, or large secondary,
+
**For instance, rewarding one ring for st-Valentine, after a very hard limited-quest.
**Separating large & very large guns,
  −
**Separating CL & CA guns,
  −
**Separating turret / submarine / midget-sub torpedoes,
  −
***Reclassing the [[53cm Hull-mount (Oxygen) Torpedoes]] as sub torp,
  −
**Separating dive bombers and fighter bombers, and make USN fighter bombers real ones,
  −
**Combining jets (no need for 2 unique icons),
  −
**Making the night fighter & night bomber icons more distinguishable,
  −
**Separating seaplane recons and bombers,
  −
**Separating "AA rocket lauchers" from "AA guns",
  −
**Separating depth-charges racks / depth-charges projectors / ASW mortars,
  −
**Separating DLC / landing Tanks / Armed boats, and making they family/type bonuses more logical & standard,
  −
***Reclassing the [[M4A1 DD]] as an Amphibious Tank and not a landing DLC,
  −
**Redestributing LBAS planes, for bombers, escort-fighter, interceptors, high-altitude interceptors, LBAS recons, ASW bombers,
  −
***Putting the {{EquipmentLink|Me 163B|Prototype Shuusui|Shuusui|text=Rocket interceptors}} as a proper category,
  −
***Combining land-based bombers/assault/Hayabusa bomber.
  −
**Adding a "dual-purpose" nuance could also help for :
  −
***High-angle guns,
  −
***AA / Surface radar,
  −
***Fighter bombers,
  −
***Bomber / ASW plane,
  −
***Normal & larger equipment (guns, lamps, radars, sonars, recons, armors…).
  −
 
   
*Any player-to-player interactions, where players can interact and maybe even play with or against each other.
 
*Any player-to-player interactions, where players can interact and maybe even play with or against each other.
 
**Having the possibility to display our port to other players, to share data, or just to flex.
 
**Having the possibility to display our port to other players, to share data, or just to flex.
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|-|Bad stuff=
 
|-|Bad stuff=
 
'''Things I absolutely do not ever want to see.
 
'''Things I absolutely do not ever want to see.
*Gacha lottery.
+
*Gacha lottery,
*Auto quest selector.
+
*Auto quest selector,
*Skin economy.
+
*Skin economy,
*Premium currency (for exclusive stuff).
+
*Premium currency (for exclusive stuff),
*"Fast mode" to skip content (maybe a skipped animation using a special currency can be good).
+
*"Fast mode" to skip content (maybe a skipped animation using a special currency can be good),
*"Autoplay".
+
*"Autoplay",
*Limited currency to limit how much you can play per day.
+
*Limited currency to limit how much you can play per day,
*Auto repair system.
+
*Auto repair system,
*Auto formation mode.
+
*Auto formation mode,
*Auto click to continue.
+
*Auto-click to continue,
*Auto-leveling mechanic.
+
*Auto-leveling mechanic,
 
*Any power creep equipment :
 
*Any power creep equipment :
 
**Specific unit/commander equipment,
 
**Specific unit/commander equipment,
Line 265: Line 269:  
**Invented/fake equipment (KMX planes, land-based planes on CVs, foreigners labeled as Jap…).
 
**Invented/fake equipment (KMX planes, land-based planes on CVs, foreigners labeled as Jap…).
 
*Post WW2 content (to some extent).
 
*Post WW2 content (to some extent).
 +
 +
 +
|-|Fake News=
 +
Many "fake elements" are in the game, ranging from inaccurate behaviors, to fully made-up names, facts, or equipments. For a game that tries to be grounded in history, those are facts that need to be fixed.
 +
*Fake remodels and equipment are fine as long as they are "reasonable, aka based on real prototypes, plans, use cases, ... the "what if",
 +
*Fake equipment descriptions are terrible, and propagate false myths, a real shame,
 +
*Fake ship classes make no sense and should be fixed,
 +
*Many equipments have names that do not correspond to the displayed equipment (mostly planes), useless inconsistencies that can easily be fixed,
 +
*Some fake equipability could be improved:
 +
**No need for yellow sec on all carriers and most auxiliaries, green sec are enough,
 +
**Type D DE should be able to equip boilers
 +
**Adding diesel engines could be a nice idea to fix DE & SS boiler equipability,
 +
**Seaplane equipability should be extended, as more ships were able to carry all types IRL,
 +
**Submarine able to equip turret torpedoes is no longer needed.
    
|-|Bugs=
 
|-|Bugs=
 
Some Bugs and inconsistencies that should have been fixed years ago.
 
Some Bugs and inconsistencies that should have been fixed years ago.
   −
*Fit bonuses:
+
*Stats :
**'''{{color|red|Too many fit bonuses just don't work!!!}}
+
**Fix "broken stats" (FP, LoS, Armor on LB planes, and ASW and Bombing on fighters notably),
**Harmonization of fit bonus effects.
+
**Fix expeditions and especially support expeditions, not counting stats properly,
**No more hidden fit bonus, making them visible.
+
**Fix any instances where a stat is not counted in formulas where it should be,
**More "logical" fits (by classes/nations) and logical effects (like AA bonus on CVs).
+
**'''Fix fit bonuses !!!''' (infamously the fighter power),
**No more OP fit bonus (a greater gear diversity is better than some META defining ones).
+
**Harmonization of fit bonus effects, with older ships and equipment,
**No more broken stats.
+
**No more hidden fit bonuses, making them visible,
 +
**More "logical" fits (by classes/nations) and logical effects (like AA bonus on CVs),
 +
**No more OP fit bonus (a greater gear diversity is better than some META defining ones),
 +
**No more broken stats,
 
**More logical "red fit malus", most are not needed at all and can be replaced with some equipment stat tweaks and regular bonus.
 
**More logical "red fit malus", most are not needed at all and can be replaced with some equipment stat tweaks and regular bonus.
 +
**Ribbons: they are not working as they should, they are lacking a confirmation message to be applied, they cannot be modified without being lost, ...
 +
 +
*[[7-5]] installation node not being a proper one,
 +
*W6 air nodes behaving differently to all other nodes in the game,
    
*LBAS "F5" bug :
 
*LBAS "F5" bug :
**This issue needs to be addressed, by being fixed and by providing a real solution to keep chevrons.
+
**This issue needs to be addressed, by being fixed and by providing a real solution to keep chevrons,
 
**Making the Catalina rescue mechanic more logical by rescuing crews could help a bit.
 
**Making the Catalina rescue mechanic more logical by rescuing crews could help a bit.
   −
*PVP swaps: PVP fleets swapping at the last second when going to fight them.
+
*PVP swaps : PVP fleets swapping at the last second when going to fight them  
*New ship CGs are NOT immediately unlocked in the kancodex when introduced, and sometimes are just never unlocked even if you have the said ship.
+
*New ship CGs are NOT immediately unlocked in the kancodex when introduced, and sometimes are just never unlocked even if you have the said ship,
*Better management for special ships slots, like the Ise K2 class ones, where selecting the 3rd to 5th slots forbid you to put guns, even so, the 2 firsts ones are free.
+
*Better management for special ships slots, like the Ise K2 class ones, where selecting the 3rd to 5th slots forbid you to put guns, even so, the 2 firsts ones are free,
 
**This bug was fixed, but reverted back!
 
**This bug was fixed, but reverted back!
*"Longest Range" not having its proper icon.
+
*"Longest Range" not having its proper icon,
*Interception stat not having any icon.
+
*Interception stat not having any icon,
*Crit damages display: they make no sense for now, and provide too much fake data.
+
*Crit damages display: they make no sense for now, and provide too much fake data,
*Quests messed up: quests order need to be fixed, by maybe finally recoding older quests.
+
*Quests messed up: quests order needs to be fixed, by maybe finally recoding quests and using a proper ID system,
*Equipment preset deployment does not work with currently equipped equipment or on non-RE ships.
+
*Equipment preset deployment does not work with currently equipped equipment or on non-RE ships, it should behave like fleet presets,
*Houshou Kai Ni/Sen's speed.
      
*And all dozens of visual bugs...
 
*And all dozens of visual bugs...
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**LV not increasing when exact exp acquired,
 
**LV not increasing when exact exp acquired,
 
**UI elements superposition,  
 
**UI elements superposition,  
**Aircrafts in combat,  
+
**Aircraft in combat,  
 
**Fuel/ammo resupplying,
 
**Fuel/ammo resupplying,
 
**Some old CG being low resolution in the Galery,  
 
**Some old CG being low resolution in the Galery,  
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|-|"RNG issue"=
 
|-|"RNG issue"=
KC is not an RNG-based game and I don't think that RNG is an issue right now in this game, but I think that some things can be improved:
+
KC is not an RNG-only game and I don't think that RNG is an issue right now in this game, but I think that some things can be improved:
 
*Drops :
 
*Drops :
 
**The drop system does not need anything more, but maybe the idea of a "mercy drop", in order to make doing 435 runs for one particular ship less likely.
 
**The drop system does not need anything more, but maybe the idea of a "mercy drop", in order to make doing 435 runs for one particular ship less likely.
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