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Post by dorn on May 24, 2018 0:53:19 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? 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.
Interesting to see. Will be there possibility in case of global European war to dissolve AH? And are there still limit to number of nations so at the start some of nations are discarded linked to players nation?
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Post by tbr on May 24, 2018 1:41:18 GMT -6
Can you build light cruisers like the USS Atlanta to be escorts cruisers with AA and ASW? I do not think ASW capability for CL's is all that important in game context due to the strategic/operational, as opposed to tactical, modelling of ASW. Games like Victory at Sea and Battlefleet2, with tactical modelling of ASW, can see ASW capability in CL having significant game experience impact. RTW2 does not. However, the CLAA is a different thing. With RTW2's implementation of air warfare we desperately need the ability to designate special role ship. Our CL's designed with AAW priority, the CLAA's should be part of AAW screens for larger units, not on individual trade protetction patrol. Where it would have been nice to have the opportunity to differentiate between "scout" CL's (for fleet scout and DD flotilla lead roles) and "general" CL's (patrol, trade protection, minor TF flagships etc.) in RTW the ability to "subtype" ship classifications is becoming essential for RTW2. CL, KE and BB need this ability definitely, it would be "nice" for all others.
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Post by noshurviverse on May 24, 2018 6:58:16 GMT -6
Now that I've had some time, I did think of a few more questions. Looking back at RtW1, I felt that the two biggest flaws were that battles became rather predictable after some time, allowing you to metagame the system rather easily, and that AI nations never really interacted with one another. Will there be more varied battles in RtW2 and will AI nations be able to go to war with one another?
EDIT: I also just thought of something else. Many nations, the US in particular, experimented with the idea of aircraft carrying airships (the Akron being a rather notable example). Any chance that'll be represented, or were they niche enough to be ignored?
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Post by williammiller on May 24, 2018 9:30:59 GMT -6
Can you build light cruisers like the USS Atlanta to be escorts cruisers with AA and ASW?
Yes, CLAAs will certainly be possible to build and deploy in RTW2.
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zeta
New Member
Posts: 8
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Post by zeta on May 24, 2018 13:19:13 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.
Can we play with Spain and CSA like RTW1?
The Moddability tool is the same or we will expect changes there too?
Thanks.
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Post by williammiller on May 24, 2018 15:35:09 GMT -6
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.
Can we play with Spain and CSA like RTW1?
The Moddability tool is the same or we will expect changes there too?
Thanks.
Welcome to the forums Zeta!
Can't really answer this now since I am not sure yet exactly what additional features we will have the time/manpower to add by time we are ready for release - later on should be able to give more details on this.
Thanks!
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Post by orkel on May 24, 2018 19:57:34 GMT -6
Are there any additional armor locations that we can adjust in the designer - for example, separating turret and barbette armor, upper and lower belt, and such?
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Post by rimbecano on May 24, 2018 21:14:51 GMT -6
EDIT: I also just thought of something else. Many nations, the US in particular, experimented with the idea of aircraft carrying airships (the Akron being a rather notable example). Any chance that'll be represented, or were they niche enough to be ignored?
I'm pretty sure it was niche enough to be ignored. Airships were getting to be pretty niche by the time it was feasible (if it ever really was feasible), and the aircraft capacities were meager. That, at least, is my impression.
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Post by psyentific on May 25, 2018 1:17:14 GMT -6
I've got a few suggestions or feature requests. If that's not appropriate, feel free to delete this or move it to its own thread. Can you do some work on mouse-overs and tooltips? For example, I've circled the fire control and armour scheme here. Right now I need to consult the out-of-game documentation (or my own player knowledge) to know what this is. I would like it if things that aren't immediately self-explanatory (for example, differences between armor schemes, most of the checkboxes, drawbacks of casemate guns or low freeboard) were better documented in-game. As well, more "common knowledge" information would be nice to have; things like the difference between central firing and a gun director, or typical roles for different ship classes. This information is currently presented in the manual. It would be nice to have it in-game as well. We shouldn't assume the player knows this, y'know? I'd also like the ability to automatically generate the ship art. See on the right how there's bits and gubbins drawn onto the ship, representing stacks, superstructure, raised or lowered decks, occasionally details like rangefinders? To get those right now I have to either push the auto-design ship button or draw them on by hand. I'd like a button to automatically draw those on a ship that I've designed, and ideally some pre-drawn elements to place myself (ex. pre-made superstructure and detail bits, just drag-and-drop). Most of the time I can't be arsed to draw the lines myself and getting them just right is a bit finicky, so it'd be nice if there was a way to easily get pretty looking ships. It would also be helpful to see a numerical representation of the turret fields of fire - for example, D&E wing turrets can fire at ## angle off the bow, while X and Y aft turrets can fire at ## angle off the bow. From there, you could use trigonometry to get the effective armor thickness at that angle, which would also be very nice to display. So, say, next to the turret placement you'd have "Most guns firing at: > ## degrees" and next to the belt armor you'd have "Effective thickness at [angle for most guns firing]". I don't think I've done a good job explaining that, so I've provided a little diagram. See that red angle? That angle is important, that's the shallowest angle where the wing guns come into play. Tell me that, and tell me what my effective belt (and BE/casemate) thickness is at that angle. Better yet, provide a little calculator showing me effective armor thickness at an arbitrary angle. The arbitrary angle armor thickness widget would be better, because then I could plug in angles for the wing guns, for the fore/aft guns, for centerline or cross-firing guns, or whatever I please. Regarding the main interface, can you please put the map, tension, and ship list all in the same tab? That will allow me to see all the important information at the same time; what've I got, who I'm keeping an eye on, and where their stuff is. It's 2018, most people have widescreen monitors and RTW1 has tons of space to spare at fullscreen. I think a few other people have suggested it, but I'd like the ability to group ships into pre-determined squadrons, and then to interact with those squadrons as a single unit. Ideally, the player would be able to nest squadrons inside each other (as screen, support, core etc.) and bundle squadrons together to form task forces. So, rather than sending Asakaze, Yukaze, Shiokaze, Harukaze, Asanagi, Hatakaze, and Izumo, Asama, and Iwate to Southeast Asia, I could simply put the *kazes into "Destroyer Squadron 1" and the Izumo-class CAs into "Cruiser Squadron 1", then attach DesRon 1 to CruRon 1 as Support and send CruRon 1 (and its attendant destroyers) on its merry way. Ideally I could also put the Kasuga-class cruisers there into "Cruiser Squadron 2", then bundle CruRon 1 and CruRon 2 into "Southeast Asian Fleet" Edit: Another bit of information that would be nice to have is a few "Relative Strength" abstractions alongside the Tension bars. The information is already present in the Almanac; each country has these ships, of this type, of this class, with these specs. This information is somewhat important, but isn't immediately presented to the player. What you could do is display a country's ship counts (ex. BB: 5, BC: 3, CA: 12, CL: 10) along with the tension bars, and provide an indicator of average combat ability relative to the player's ships' average (Green = You're better, Yellow = Roughly equal, Red = They're better). You could weight the abstraction to consider different stats for ship types; for example a CL needs to be fast and have some dakka, so if their CLs are faster than mine with roughly equal guns the CL indicator would be red. Similarly if my BBs outgun and outarmor theirs the BB indicator would be green, and if both our destroyers have 4 torpedo tubes the DD indicator would be yellow. Also include a mouseover/tooltip to elaborate on the indicator and provide a prompt to the player if there's an issue that needs to be addressed. That way I could tell at a glance, not only who I'm antagonizing, but also a rough idea of their capabilities - "Oh, the UK has a billion light cruisers but it's fine because most of them are trash, but their battleships are about as good as mine and they have more of them so I should avoid a fleet engagement". That would also allow me to determine my design and build priorities at a glance - "Okay, the Germans are my rival, they have more battleships than me, I need to get on that. And I'm losing my tech lead, so I'll need to design a new class..." All that, without leaving the main screen.
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Post by director on May 25, 2018 8:14:38 GMT -6
tbr - KE? Was that supposed to be DE or something else? I agree with your point, I just don't recognize the ship type.
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Post by iridium on May 25, 2018 8:19:17 GMT -6
Great to hear RTW2 development is progressing, good luck with the project. I'd offer to help by way of testing, but you guys probably have your own internal team for that.
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Post by iridium on May 25, 2018 8:22:22 GMT -6
tbr - KE? Was that supposed to be DE or something else? Iagree with your point, I just don't recognize the ship type. K = Corvette, so I assume the 'E' is just an addition to 'K' to keep in line with the 2 character symbols. Someone feel free to correct me here.
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Post by tbr on May 25, 2018 9:18:49 GMT -6
tbr - KE? Was that supposed to be DE or something else? Iagree with your point, I just don't recognize the ship type. K = Corvette, so I assume the 'E' is just an addition to 'K' to keep in line with the 2 character symbols. Someone feel free to correct me here. Yes, this is from the pre-release announcement on this board. KE replaces MS in RTW2
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Post by marcorossolini on May 25, 2018 9:42:53 GMT -6
Really looking forward to this game. Loved RTW, cannot wait to see what the sequel has in store.
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kaiww
New Member
Posts: 12
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Post by kaiww on May 25, 2018 10:10:16 GMT -6
Another intresting Question would be if we will see Seaplane Tenders ? I know they only played minor roles but the Japanese (not sure about others) did have some in WWI and WWII. (Okay in WWI it was only a four planes tender but it was there and it did help out in Tsingtao as far as my History knowledge goes ) What i also would like to see would be the option to give ships prefixes, i am a great fan of organistian so i would love to see the option to have the proper prefixes for my CLAA, DE and perhaps CVE's, if it would be possible. (Sorry again for my bad english it is not my native language. )
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