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Post by xboxman523 on Mar 14, 2019 20:25:05 GMT -6
I don't know if this feature has been talked about before. But I'm curious if for rtw2 countries can go to war with each other without the player being involved.
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Post by hrcak47 on Mar 15, 2019 3:56:19 GMT -6
I don't know if this feature has been talked about before. But I'm curious if for rtw2 countries can go to war with each other without the player being involved. This would be an interesting thing to have in order to improve timely culling of obsolete AI ships; and even allow player to offer ships for sale.
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Post by bshaftoe on Mar 15, 2019 4:45:11 GMT -6
Even if it's just event driven, it would be good.
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Post by noshurviverse on Mar 15, 2019 5:00:14 GMT -6
Non-player wars was probably my single biggest hope for RtW2 other than carrier operations, but I'm fairly certain that a negative answer was given in response to that being raised. I still think that allowing it to occur via events (such as rebelling possessions sinking warship or random accidents) would be a good alternative.
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Post by dizzy on Mar 15, 2019 5:48:35 GMT -6
Thumbsup.
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Post by bluewasps on Apr 4, 2019 13:51:24 GMT -6
I would really like to see this. It could make the game more historical to if certain countries fight each other at certain times.
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Post by rob06waves2018 on Apr 4, 2019 15:34:30 GMT -6
I would really like to see this. It could make the game more historical to if certain countries fight each other at certain times. That sounds a bit difficult, but if one could influence policy through events (framing a country for stealing plans you stole, convincing a country to support the rebellion of another's colony etc.), I think it's perfectly possible to start an AI war with random ships sunk each turn based on simple probability, just as the mining/torpedoing system works in RTW 1
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zoomar
Junior Member
Posts: 60
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Post by zoomar on Apr 5, 2019 7:19:08 GMT -6
I may be a nitwit, but I don't understand why it would be so difficult to have wars randomly breakout between non player countries that are resolved by random AI calculations over the months based on the countries' overall strength, similar to how rebellions occur and are resolved already. This could add some interesting events in the player's own strategic/economic decisions: how to respond to ships under order in foreign yards being seized by the building nation, how to respond to blockades, sinking of blockade running merchants, whether or not to embargo, whether or not to join the war on one side, etc.)
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Post by dorn on Apr 5, 2019 7:42:06 GMT -6
I may be a nitwit, but I don't understand why it would be so difficult to have wars randomly breakout between non player countries that are resolved by random AI calculations over the months based on the countries' overall strength, similar to how rebellions occur and are resolved already. This could add some interesting events in the player's own strategic/economic decisions: how to respond to ships under order in foreign yards being seized by the building nation, how to respond to blockades, sinking of blockade running merchants, whether or not to embargo, whether or not to join the war on one side, etc.) I agree with you. But in this case it needs to be implemented in much larger scale.
In case you implement only AI wars than AI will be even less competent to fight human. AI designs are still around historical designs but if you look on thread about best ships, you can easily find that players design ships in same tonnage one class better because of knowledge of game and no limitation to design ship around historical ones. I do not know how to do it but it can work to allow AI build completely ahistorical designs, much better designs which will be better against players. Till that AI vs. AI wars will put players into much better thus easier position than now. Right know playing any of official nations it is quite difficult to loose war.
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Post by JagdFlanker on Apr 5, 2019 16:50:05 GMT -6
if 2 non-player countries went to war in the game there doesn't have to be naval battles and it doesn't have to have a length, it can just be a message stating:
as for determining ships sunk you would randomly roll for each ship in each country, each ship from the losing country would have a 10% chance of being sunk, while each ship from the winning country would have a 5% chance of being sunk. very simple. or you roll both sides at 10% (perhaps modified according to how big 1 navy is compared to the other, the navy with more ships having a lower chance per ship), and the side that loses the least amount of ship points is the winner
i wouldn't mind something like this to change up your opponents during the course of a game - smaller countries like A-H are only really worth going to war with early because there's no territory to take from them, but if they won some wars and grabbed some territories they then become a viable target
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Post by noshurviverse on Apr 5, 2019 22:01:08 GMT -6
if 2 non-player countries went to war in the game there doesn't have to be naval battles and it doesn't have to have a length, it can just be a message stating:
as for determining ships sunk you would randomly roll for each ship in each country, each ship from the losing country would have a 10% chance of being sunk, while each ship from the winning country would have a 5% chance of being sunk. very simple. or you roll both sides at 10% (perhaps modified according to how big 1 navy is compared to the other, the navy with more ships having a lower chance per ship), and the side that loses the least amount of ship points is the winner
i wouldn't mind something like this to change up your opponents during the course of a game - smaller countries like A-H are only really worth going to war with early because there's no territory to take from them, but if they won some wars and grabbed some territories they then become a viable target
The issue I have with that is that it would seem extremely underwhelming. While non-player wars is something I've wanted, I generally feel that a half-baked idea can be as bad or worse as none at all. In my mind, war should be something that takes the forefront in the players mind while it occurs. There should be serious consideration to be taken as to what action a player wants to undergo in the face of a non-player conflict, such as backing one side or using it as an excuse to inflate the budget.
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Post by JagdFlanker on Apr 6, 2019 3:38:44 GMT -6
The issue I have with that is that it would seem extremely underwhelming. While non-player wars is something I've wanted, I generally feel that a half-baked idea can be as bad or worse as none at all. In my mind, war should be something that takes the forefront in the players mind while it occurs. There should be serious consideration to be taken as to what action a player wants to undergo in the face of a non-player conflict, such as backing one side or using it as an excuse to inflate the budget. it is more of a possible direction as opposed to a full solution - we are talking about a 1 man programming team, much more than a simple solution can greatly complicate things and take a lot of time Frederick may not want to spend
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Post by sekullbe on Apr 8, 2019 14:30:15 GMT -6
It might be interesting for a navy to gain experience in wars, maybe modeled by something like the training in RTW1. Or a navy that didn't have a war for long enough would lose some efficiency as the officers and sailors become rusty. Maybe that could be counteracted by spending money on exercises, which would also raise tensions and risk giving intel away.
The player might not be able to observe the battles, but would be able to see that nation 1's designs generally defeat nation 2's designs which could be valuable information. But I have no idea if the engine can quickly simulate a battle with AI on both sides and no output.
There are other little details, like increased wear on ships because of wartime ops tempo and decreased maintenance time, but those might not be important enough to model. You could also get intel on belligerent ships if they're interned in your nation.
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Post by thenewteddy on Apr 9, 2019 2:19:07 GMT -6
in the context of a one man dev team; is there anything we can to do help make this happen? Seems a bit unbalanced that I am the only one who has the potential to lose ships in every war (well, my allies can too). Having two of my enemies go at it would be a great boon!
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Post by rob06waves2018 on Apr 9, 2019 4:15:28 GMT -6
One thing that I'd love to see is an option for "War Alert". This would be when a tension bar is over 8 or, if this thread succeeds, other nations are at war. This would obviously cost more in maintenance but one could get elite crew quicker, have more chance of an immediate fleet battle and move faster. It could also mean that Japanese surprise attacks fail as the player's fleet would be able to slip moorings quicker.
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