Board Thread:Game Updates/@comment-3502824-20171207155334/@comment-1915363-20171208044639

Adventwings wrote: Well, Kancolle never was supposed to be an arcade-y action game. It's more on the lines of a resource management game where you're in charge of training and managing from the top. What happens during the action sequence is entirely RNG to represent each girl's individual decision. It's not like Red Alert where you command your troops in their exact maneuvers or their individual tactics like XCOM.

You're an Armchair Admiral. You're not a Destroyer Commander. You don't get to make field commands. At the very least, that's one thing that Azur Lane decided it doesn't want to do, which is fine. Azur Lane is much better as an action-oriented game. I'm not directly comparing Kancolle to Azur Lane. What I really meant by my previous post is that other browser games has several features that Kancolle doesn't.

And Kancolle as it is now is optimized for IJN's strategem and is ill-equipped to really handle a multi-national navy. For example, if HMS Nelson and Rodney is introduced to game, they'll be practically similar to Nagato stat-wise. Another one is the fact that in Kancolle, the Type 93 oxygen torpedoes launchers are standard-issue torpedo launchers, and IJN destroyers at Kai are the standard measure of practical night battle firepower. They've been improvising the game mechanics pretty well so far, but in the long run, statwhore gamers will eventually quit due to the lack of diversification of the shipgirl's capabilities, assuming they haven't quit from other factors.