![carrier command 2 tutorial carrier command 2 tutorial](https://media.moddb.com/images/mods/1/13/12450/hw2-20100309-194604.png)
More units: Self explanatory, more chasses, more turrets, more everything. That or just have a warning pop on the drone cameras when you're getting near detection range, just something.
![carrier command 2 tutorial carrier command 2 tutorial](https://pwimages-a.akamaihd.net/arc/29/7a/297a09cc223ea1c2ca5debfb3b9f6a4c1597333634.png)
It'd be nice if when an enemy was fully spotted/scanned, their weapon/detection range would appear on the drone control screen or hollow map table. Again the issue isn't that their overpowered per say, I mean the they should be the strongest units in the game, but as is they're just not really fun to fight.Įnemy range confirmation: Yeah, you could use the wiki or discord for this one, (or just get a better memory, lol) but I've lost count of how many times I've lost an albatross when I thought I was outside the range of a swordfish SAM but apparently they moved or I was a few meters off. I don't know what'd be the best way to go about this, but perhaps a nerf on how fast their noisemakers cooldown or maybe a Sea-Wiz blind spot or something.
![carrier command 2 tutorial carrier command 2 tutorial](https://i.pinimg.com/originals/af/ea/ee/afeaeec6458e9531e5aa91261ab66dc4.jpg)
The ability for swordfish and especially needlefish to counter just about everything you have makes for long, frustrating fights. Naval enemy re-balance: Some may disagree as there are ample ways to cheese the enemy Naval AI, but holy hell are they still annoying to deal with. I won't propose a total revert to the original system, but we need optimizations and most certainly a way to move cargo between islands again.
![carrier command 2 tutorial carrier command 2 tutorial](https://www.gamersglobal.de/sites/gamersglobal.de/files/galerie/6220/carrier_artwork2_bonusmondays.jpg)
The current system isn't terrible but it's clunky, especially when you start to accumulate a lot of barges. Logistics re-re-work: I'll be honest, I never played the original system, but having watched some videos of it I can say that it seems a lot less of a headache. Considering everything on this stupid planet is automated, (include the carrier's own sister ship) why is the damn helm the one thing that isn't? For the sake of balance and not making the "maintain heading function" redundant, perhaps it could be restricted by only allowing the carrier to travel at specific speeds, not allowed to be used too close to islands and or automatically shut down when taking fire. Oh, and on a similar note, let us airlift vehicles directly from the carrier to and from land.Ĭarrier route plotting: In a similar vein to anchor, having the ability to set a pre-planned course for the carrier to follow would save a lot of headache, especially in single player. Ideally the Epsilon could be re-designed to include a second lift though I understand if that's beyond the scope the devs want to do. I get this is likely a limitation of unit AI and pathfinding, but having the ability to multi launch/recover VTOL aircraft, even if they have to move in and out of the hanger one by one, would make this game so much less frustrating. It makes a bit more sense for larger craft taking off and landing as they need the whole flight deck but there is no good reason why Razorbills can't land and depart simultaneously. Launch/recovering re-work: As it stands, the 'one at a time' system is clunky and frustrating. And if not an anchor, having a "hold position switch" that'd make the carrier's thrusters attempted to hold it in place would be nice. For the sake of balance, have a minimum effective depth and allow it be overwhelmed, dragged or broken if current and wind is too high. Giving us the ability to hold the ship in place when assaulting an island or waiting on resupply or whatever seems like it'd be a no brainer. Here are some suggestions, organized into "Necessary" (Things I or that I've seen other players deem essential for future updates) "Ideal" (Things that'd make the game much more enjoyable and functional but it can work without) and "Random" (general stuff that isn't really needed or is just plane stupid but'd be fun none the less)Īn anchor: Seriously, the damn carrier is already modeled with one (at least I think it's an anchor). I absolutely love this game, one of the best indie tittles I've played in quite a while, but there a number of features that just seem oddly designed or are missing.