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Post by Noname117 on May 22, 2018 16:18:37 GMT -6
One thing to think about in regards to the short citadel bonus is all aft turrets. No real ships had that, but theoretically it should offer the same benefits. And these are players we're talking about; they'll try unexpected things which you must prepare for.
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kaiww
New Member
Posts: 12
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Post by kaiww on May 22, 2018 16:19:51 GMT -6
Hey there, Long time RTW Player and reader in the Forums here. I am Hyped for RTW 2, all what i have seen in the development Blog is great News. THX for making great Games. Question for me is: In light that you will have Researche Rate Option in RTW 2 (THX for that ), will the Game be Playable beyond 1950, for us snail like Players ? ( I Personal love 30% or 40% Research rate but that only makes sense if you dont have a early ending date.) best Regards Kai
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Post by axe99 on May 22, 2018 16:44:37 GMT -6
Much excitement! So much great news! Radar! Corvettes! Box protection of magazines! Diving shells! Missile technology! No bad news and heaps of good - great work to all involved (and particularly Fredrik of course). Nice to see more graduated crew quality in the screenshots as well. Aircraft details (and "request proposals for new aircraft" look mighty tasty . Some great quality-of-life stuff as well with "Trade warfare, both in the form of raiders and submarines, is now summarized in one screen instead of a number of separate messages." Also - this "Reduced the tendency of ships with heavy flooding to go faster than safe speed." will be most welcome Random thought - is there any chance of having a 'sort by obsolete ships' button (or something), that perhaps is shaded a different colour when there are obsolete ships in the fleet? The idea is to make it easier to know there are obsolete ships about, and find them in the list.
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Post by asehujiko on May 23, 2018 2:37:18 GMT -6
Will a ship's effective armour be listed somewhere? In RTW 1, 6" is 6" regardless of armour tech, the new system seems as if it could get a bit confusing without some new UI elements.
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Post by rimbecano on May 23, 2018 3:25:52 GMT -6
One thing to think about in regards to the short citadel bonus is all aft turrets. No real ships had that, but theoretically it should offer the same benefits. And these are players we're talking about; they'll try unexpected things which you must prepare for. It's not a configuration I'd make a lot of use of, but it would be intriguing for a raider.
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danon
New Member
Posts: 3
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Post by danon on May 23, 2018 5:12:45 GMT -6
Super hyped to see RTW2 is continuing to progress, and like the look of the proposed changes/additions from the team, but I do have a couple of things I would really like to see that weren't on it. First, and most importantly, squadrons/flotilla/fleets/forces/whatever terminology you prefer, but some way to manage groups of ships collectively and quickly. One of the most tedious parts of RTW1 as a major power is trying to make and keep track of your different forces or fleets across the world, a way to do split up ships into such forces and quickly and easily manage them would in a single stroke make that almost a non-issue, and also feel more immersive.
Ideally you could even have a few tiers of this and nest forces with in each other so you can have your Pacific Fleet grouped together, then pick out a Force of two BCs, a Squadron of CLs and a Flotilla of DDs, then pick out the Flotilla and assign them to a different Force. Something like that would be an absolute godsend. If you were feeling adventurous, you could even have a system for officers commanding such forces with some degree of impact on their performance or something, but that's really secondary to the main thing of just having a squadron system extant at all.
The second thing, and less essentially but more interesting (in my mind) would be a gun mount design system. One of the things I've noticed reading about early-mid 20th Century naval design is that more than the quality of the guns themselves, designing and producing effective mounts for them to go in to fulfill a given role often proved to be the greater challenge and more impactful on the overall performance of the weapon system. A system that lets players do some designing of mounts, balancing armour, traverse and elevation speed, DP capabilities, reliability and so forth would I think offer a compelling new element to ship design, as well as a reason to standardise your calibres as it would allow you to not have to design as many different mounts. Include a healthy chance of designs over or more commonly undershooting their intended specs, especially in the early game and it'd be pretty damn nifty if you ask me.
Regardless, I'm again, very excited for RTW2, and looking forward to following development as it continues, this is just my two cents.
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Post by HolyDragoon on May 23, 2018 6:51:19 GMT -6
By the way, will the playable nations be the same, or will there be newcomers to the cast? Will nation modding stay the same?
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Post by noshurviverse on May 23, 2018 8:40:27 GMT -6
The only question that comes to mind, RtW1 was billed as 1900-1925, but allowed you to go all the way to 1950 if so desired. With RtW2 showing 1900-1950 as the designated timeframe, will we be able to go to 1975 or so, or will it cut off at 1950 regardless?
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Post by JagdFlanker on May 23, 2018 10:18:23 GMT -6
question about oil shortages - is it applied with a % chance to all oil firing ships, or do we have an "amount" of oil we can ration? just curious if i was playing a country that has a harder time getting oil consistently i might only build a few key ships with oil firing to ensure my oil doesn't get stretched out
if your nation is blockaded but your oil source is from a colony, will fuel shortages affect ships in other parts of the world since those ships are not beneath a blockade? could you directly blockade an oil producing area to prevent oil from leaving the seazone?
some countries like France are blockaded by occupying one seazone (Northern Europe) yet technically they have a 'back door' in the Med - is this handled differently in RTW2?
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Post by Fredrik W on May 23, 2018 13:59:35 GMT -6
By the way, will the playable nations be the same, or will there be newcomers to the cast? Will nation modding stay the same? The playable nations are shown in the screenshot, plus AH will be playable if starting in 1900.
Moddability will be the same as in RTW1.
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Post by frosty on May 23, 2018 14:00:50 GMT -6
Can you build light cruisers like the USS Atlanta to be escorts cruisers with AA and ASW?
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bakara
Junior Member
Posts: 55
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Post by bakara on May 23, 2018 14:01:40 GMT -6
Not really expecting anything out of this question but lets try it. Is there any update to the expected release date?
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Post by davedave on May 23, 2018 15:11:27 GMT -6
I have but one thing to say:
SQUUUUUEEEEEEEEE
& thank you, Fredrik & co!
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Post by williammiller on May 23, 2018 19:26:28 GMT -6
Not really expecting anything out of this question but lets try it. Is there any update to the expected release date?
Sorry bakara - all we can say for sure is sometime before the end of this year. We won't get more precise than that until the game is somewhat closer to completion.
Oh, so that everyone is aware - we do read every one of your questions and comments here even if we can't reply to many of them at this point.
Thanks!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 24, 2018 0:47:42 GMT -6
Thanks! Amazing work, just please add those editable fleets
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