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Post by dorn on May 18, 2019 17:24:03 GMT -6
Possibility to build design on basis unbuild design
Some example. I designed heavy cruiser. However before design was prepared situation change dramatically - war started, WST did not apply any more.
At that situation I decided not to build any heavy cruiser. But I am now thinking about heavy cruiser which could be based on design study completed and paid earlier. However I have no option to open this old design (as no ship has ever been completed) and get discount based on small changes.
It could be good to open any design as base for changes.
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Post by tbr on May 18, 2019 18:16:33 GMT -6
Many thanks for setting up this thread; so far deeply enjoying RTW2! One fruitful change I would like to see is a greater lag-time between aircraft design, production, and assignment to airbases. As of now, new aircraft very quickly appear once the few months of design are finished. RTW is superb (and historically sound) when it forces you to use older ship designs to fight the current war. Very tough but fair challenges--and gives the player such joy when his or her new BC design arrives 7 months into the war. Why not model aircraft production in a similar fashion? I realize that pilot loss was a greater issue in the Second World War, but limiting the number of planes produced per month would add that thrill of using the hi-tech squadron (and not wanting them to die!) versus the older mass-produced ones. Perhaps even a retooling factor (greater efficiency of building older plane designs) could assist? Keep in mind that RTW2 models a time when aircraft were practically expendable, almost like munitions. This was because the technology was very fluid and, especially in wartime, way more risk was deemed acceptable. If you look at WWI you see a very rapid change-through of plane models. Even in WWII the USN used 7 different fighter types (F2A, F3F, F4F, F4U, F6F, F7F, F8F), so a relatively rapid changethrough is realistic. Even in the sixties development of the A-7 took less than five years from preliminary requirements work to first use in combat, and that plane pioneered "world first" technology like the scrolling map display coupled to the IN system (the guys in the project probably sh*t their pants when they first saw Goldfinger and James Bond had such a system in his car...).
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Post by Adseria on May 18, 2019 19:52:54 GMT -6
This is a very small thing, but it's bugged me since RTW1; I'd like more options for torpedo tube placement, particularly at the very stern of the ship, as seen in the Deutchland-class.
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Post by ninjapacman on May 18, 2019 19:56:51 GMT -6
So I got a convoy attack mission. My two heavy cruisers get in using the cover of darkness and sink no less than 8 cargo ships from a fleet of 14, while damaging their escorts, then slip back away having taken no damage themselves. I'd call that a very successful mission. Unfortunately, the game would not. Due to getting no bonus for sinking Cargo ships, and the French getting 1000 points for every surviving transport, it's considered a major victory for them. I believe this is altogether far too many points to give out for a transport simply not dying, and it turned a complete victory into a very unlikely defeat. Are we sure that there wasn't an extra zero in here somewhere?
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Post by dougphresh on May 18, 2019 21:11:45 GMT -6
The 1,2,3 and 4 guns on a carrier are shown on fight deck level when I think it would be better to have them on the main deck. Reference:
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Post by turdferguson on May 18, 2019 21:50:43 GMT -6
I too would love to see the ability to make task forces, whether it be using a system similar to the fleet exercise tool, or otherwise. One thought I had to keep some of the randomness about who actually enters a battle, is to limit the tonnage allowed in a task force, that way you couldn't just assign all of the ships in a given zone to one task force thus allowing you to choose exactly what ships will appear in combat.
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corgi
New Member
Posts: 43
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Post by corgi on May 18, 2019 21:55:37 GMT -6
I think air bombing against airbases could use another look. I'm Italy in a 1952 war against France and Austria-Hungary, and my airbases in Imperia and Trapani get destroyed every time I have a battle because all of the French medium bombers are in range. Even if the battle is against Austria-Hungary in the Adriatic, the French airplanes still bomb my bases. It doesn't help that the AI seems to prioritize bombing land targets over ships, even with its carriers.
This also makes it take forever to end a battle, because if there's at least one ship left on each side (and I don't control all the Italian ships to send them to port) the airbases bombing each other can keep it from ending at the time limit.
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corgi
New Member
Posts: 43
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Post by corgi on May 18, 2019 22:39:15 GMT -6
It would also be super neat if there were an option to set 'roles' for ships. I can think of a variety of more or less specialized ship designs I might want to build: like a small minesweeping destroyer, torpedo cruisers, dedicated AA escort ships, a light battlecruiser specifically for cruiser actions.
A lot of these have in common that they shouldn't be doing the same jobs the class is normally assigned. I might not want to have my 600 ton coastal destroyers with two torpedoes each leading a surprise attack as Japan in 1920, my Kitakami chasing a surface raider, my CLAA scouting for the battleship fleet, or my light battlecruiser in the scouting force with the heavy battlecruisers.
I could see having a window that lets me choose the preferred roles for a ship with checkboxes, like for a CL it could have options for "scout", "screen", "lead cruiser fleet" and so on. Unchecking some role might not guarantee that the ship won't do it (you can't fight every battle with your best ships after all) but make it less likely. Or it could show the some estimate of the orders of battle on the screen where you get to accept or decline an engagement. Maybe that wouldn't make sense for everything, but it seems like I should be able to see "this mission is to attack a convoy with an AA cruiser and four obsolete destroyers" and choose not to attack the convoy.
Also on a related topic, it would be cool if CLs (maybe subject to some restrictions) could lead destroyer divisions. You can't build something like a Mogador as a DD because of the weight limit. You can build it as a CL which seems reasonable, but then it gets put into divisions with 9000 ton CLs where it really doesn't make sense instead of divisions with DDs that are just a few hundred tons lighter.
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Post by tortugapower on May 18, 2019 23:09:32 GMT -6
One of the new features is that multiple DDs will lump into a single pop-up when built. Great!
Unfortunately, DDs don't lump into a single pop-up when RE-built. Perhaps this can also be implemented (because it is a very nice Quality of Life improvement, thanks!)
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Post by Antediluvian Monster on May 19, 2019 2:07:18 GMT -6
The preferences could use options for default sorting of the ship list. E.g. I might want to sort by type first, class second; or location first, type second.
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Post by dorn on May 19, 2019 3:50:53 GMT -6
I do not know where to put this, I think this is probably best thread.
I had battle as UK vs. FRA in 1924 where I had 3 older battlecruisers (Lion style), France 3 older battlercruisers (2 Lion style, 1 Invincible style, all 12" guns however). French capital ships were better armoured. But I had my first carrier (conversion from old battleship) with 54 airplanes. But as battle started just 3 hours before sunset I have little time to decide what to do. So after the first contact reported as 2 CL and 1 DD, I ordered air strike to 25 bombers to the contact as I expect that capital ships would be near.
Meantime both main force clashed. After initial hits achieved by my battlecruisers distance closed (it is difficult with Lion type battlecruiser remain in long range as they have only one aft turret) and situation starts to be critical as one shell after another hit my battlecruisers. I get 2 flash fires but luckily only destroying twice both forward turrets of both battlecruisers. I hoped that 25 changed the situation as clearly closing a little north. However they moved north even if they must see the battle between battlecruisers being about 10000 yards far (easily visible not mentioned it must be heard).
Finaly the second torpedo attack made by 5 torpedo bombers was timed to destroyer torpedo attack which force French force turn away. They were hit by 1 torpedo and as night was comming I was saved..
Conlusion: I was quite suprised how bombers prefer light cruiser over battlecruisers. Wheather was cloudy however firing heavy 13" shells is something quite laud and visible even through light clouds. And bombers were about 10000 yards from my battlecruiser force and French battlecruiser force.
Note: some Admiral thought that 3 most modern battlecruisers (8x15", 30 knots and reasonable armoured against own guns, entering service just before war started) are too powerful against French fleet and instead sent slow 22 knots carrier.
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fate
New Member
Posts: 1
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Post by fate on May 19, 2019 4:20:40 GMT -6
I think it would be really neat if you could design the shells/torpedoes that your navy uses, such as adjusting the length of the shell, how much gunpowder it has, material, etc.
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Post by Adseria on May 19, 2019 4:22:42 GMT -6
I was quite suprised how bombers prefer light cruiser over battlecruisers.
Yeah, I've noticed this in the demo; I put my TBs right on top of the enemy battle line, and they prefer to go for the light cruiser escorts, rather than the juicy BCs and BBs.
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Post by douglas on May 19, 2019 6:17:07 GMT -6
I was quite suprised how bombers prefer light cruiser over battlecruisers.
Yeah, I've noticed this in the demo; I put my TBs right on top of the enemy battle line, and they prefer to go for the light cruiser escorts, rather than the juicy BCs and BBs.
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Post by douglas on May 19, 2019 6:19:18 GMT -6
Agreed if Cruisers were a regular preference over BC and BB ... the counterpoint is the IRL preference for HMS Sheffield over Bismarck 😉
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