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Post by scheerpower on Mar 7, 2019 22:33:50 GMT -6
With not (that) much time left until release, I find myself eagerly anticipating the arrival of planes into my good old-fashioned boat sim. One thought in particular occurred to me: what if the planes are...too good? I mean, not at first, but what if I just want to see an alternate universe where carriers are never very effective, and Iowas and Yamatos battle it out directly?
I wonder if we could get an option to modify the strength of aircraft when starting a game. Something like: Aircraft effectiveness: 0%, 50%, 75%, 100%, 150%, 200%. Either the setting could change the stats for planes directly, or the cost per plane, cost per carrier...it would depend on how the internal code works, but I bet it could be done in 5-10 lines of code and by adding one more dropdown to the start menu.
I love the fleet size option in RTW, always playing on small because I like a tidy, manageable conflict. Without that I probably wouldn't play RTW much. The only reason I still play Supreme Commander today is that it has the best game customization options of any strategy game I've seen. I'd really appreciate a little more customizability in this way, particularly if carriers are as powerful as they seem from the dev diaries, but even if they're not. It could add a lot of replay value for (I imagine, as an amateur game designer myself) very little additional dev effort.
Edit: Depending on implementation, a 0% effectiveness option could be more trouble than it's worth. If so, I'm sure something like 25% effectiveness would be just as good, practically speaking.
And in that vein, I'd like to invite people to propose features which they think would be rather trivial to implement, but would make a big difference to their gameplay experience. These are features that don't require new graphics, new equations, interactions between different systems, etc. As an example: "Add a 6th save slot" would be a trivial feature (assuming there's no special reason that more save slots can't be added). "Add kamikaze attacks," or even, "Add ship feature X" would probably not be. Try to think of things that are not just slightly more historically accurate, but actually improve gameplay/UI/replayability.
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Post by noshurviverse on Mar 7, 2019 23:17:22 GMT -6
I actually believe that aircraft effectiveness was stated to be varied when varied technology is active. Also, save states were brought up and I think addressed as being expanded.
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Post by dorn on Mar 8, 2019 0:18:40 GMT -6
There is "varied tech" in RTW which put some randomization to certain fields of research effectiveness. As we can see from screenshots it remains in RTW2. How it will be implemented we do not know but I would expect that less effective aircrafts could be one of the effects. If this will be applied to RTW2 we can do mods changing files but it is true it is not user friendly as much as customization at start of game.
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Post by Fredrik W on Mar 8, 2019 0:57:34 GMT -6
There will be an option for slower aircraft development in RTW2.
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Post by MateDow on Mar 8, 2019 1:20:00 GMT -6
I would like to be able to set the colors used by countries in the tracks shown on the post-battle map.
To me that seems easy to implement, but who knows.
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Post by cogsandspigots on Mar 8, 2019 2:34:30 GMT -6
I want to see Super Heavy Shells as a doctrine choice like diving shells. Increase in deck penetration at the cost of belt penetration at range and a slight reduction in damage upon penetration.
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Post by halseyincarnate on Mar 8, 2019 7:49:25 GMT -6
I think what OP is going for is modifying planes stats regardless of tech. Even with variable research the ability for planes to become as powerful as they were irl is still there. I think it's an interesting idea: what if (for whatever reason) planes we're not a good anti-ship option.
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Post by charliezulu on Mar 8, 2019 8:34:19 GMT -6
>add a new graphic
Going to break the rules, but something that would be nice IMO would be a way to change the hull forms in the overhead without manually drawing it out with line 1 each time. Even in the devblog they're changing the hull form with the same method.
Ideally, it'd be procedural based on the armament layout, speed, displacement, tech level, and so on, but as a simple feature having the option to switch between the standard symmetrical pointed bow/stern and something closer to the outline of a WWII ship would be nice.
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Post by shadepiece on Mar 8, 2019 11:05:13 GMT -6
With a lot of ships from videos I've seen all of the smoke puffs get very much in the way at times. Although it might be realistic to have smoke cause confusion, I'd like an option to reduce the heaviness of the smoke.
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Post by scheerpower on Mar 8, 2019 15:02:45 GMT -6
There will be an option for slower aircraft development in RTW2. Ah, great to hear! That'll probably be effectively the same thing, although I guess depending on implementation it could be more or less good at addressing this particular ahistorical desire. If you see any other opportunities to add more game customization options, anything you add would probably be greatly appreciated by some subset of the community. Thanks so much for making RtW1 and 2! I'm a hardcore strategy buff, and the series is one of my favorites. Really, really love the work that you guys do - know that it doesn't go unappreciated. And for replay value, RtW is the best singleplayer game I've ever found. Alright, we have a mixed bag of ease-of-implementation for some of the rest of these suggestions. Keep 'em coming!
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Post by brucesim2003 on Mar 9, 2019 13:02:58 GMT -6
There will be an option for slower aircraft development in RTW2. Will there be an option to turn it off completely? Ditto with submarines?
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Post by chainsawjoe911 on Mar 9, 2019 16:29:34 GMT -6
^^ That would be amazing, an alternate history where the stick in the mud admirals "won" and airplanes were never seriously utilized in the Navy. It would allow us to play a very surface combat oriented game which could be really fun.
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Post by cwemyss on Mar 9, 2019 16:50:56 GMT -6
^^ That would be amazing, an alternate history where the stick in the mud admirals "won" and airplanes were never seriously utilized in the Navy. It would allow us to play a very surface combat oriented game which could be really fun. Wait.... didn't these guys release that exact game in 2016?
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Post by cleveland on Mar 9, 2019 19:51:55 GMT -6
Hopefully Rule the Waves 3 will be ships only
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Post by bcoopactual on Mar 10, 2019 1:08:34 GMT -6
There will be an option for slower aircraft development in RTW2. Will there be an option to turn it off completely? Ditto with submarines? We might be able to use the same trick that worked for submarines in RTW1. Won't know for sure until the game is released.
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