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Post by Fredrik W on Apr 16, 2015 14:42:45 GMT -6
I'm not sure how much longer I can wait for this game! Could you just say a little more about how battle occur during wars? Will events just pop up in every theater where both sides have forces? Battles can occur when the nations involved in a war have forces in the same area or as a result of raider interceptions.
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Post by kasuga on Apr 17, 2015 10:38:16 GMT -6
Interesting point around subwar... but maybe use this option damage more enemy economy and increase chance to destroy his ships??? i refer that i see subwar style based in % of success BUT more success bigger chance to hit the wrong ships.
A little question, play battles is yes or yes or you can skip them with somekind of autoresolve???
I add my voice to the chorus of "shup up take my money" and "i want it and i want it yesterday!!!" hehehe.
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zoomar
Junior Member
Posts: 60
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Post by zoomar on Apr 17, 2015 13:07:41 GMT -6
I have to say this is exactly the type of PC naval warfare game I have waited for since I owned my first PC (an Apple IIe in 1983). There have been good tactical simulations, and even one old DOS game (SSI's Warship) that allowed you to design your own ships and fight hypothetical battles. But RTW is the only one that combines a good tactical system with international grand naval strategy, ship design, and procurement. Also, from what I can tell you have done a great job balancing between player micro management and AI. Also, please keep his game in the 1900-1920 period and focused on surface combat before aircraft and radar ruins things. I like how it appears you will simulate aviation and submarines in this period. They seem nicely abstracted so you don't have to fiddle around with squadrons of planes or individual subs. However, you might consider including an option for players to research and develop zeppelin airships for strategic scouting...and even possibly include them as "ships" for tactical scouting. I would second Kasuga regarding an auto resolve option for battles. I could see situations where the player is forced to fight lots of small engagements between scouts, commerce raiders, or colonial cruisers that might better be resolved by AI. But if that's too much trouble, forget it. I want to start researching/designing ships and developing procurement priorities for my navy now! Also. some sort of multiplayer would be nice, even if it was of the two-player hot seat or email variety. But again, that can wait of happen never. I want to play this game!
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Post by Fredrik W on Apr 18, 2015 1:04:17 GMT -6
Thanks for the support and suggestions!
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Post by dickturpin on Apr 18, 2015 14:57:48 GMT -6
Whilst an auto resolve may suit some, I find the smaller scale engagements are probably more interesting.
I am currently playing a mod version of the North Sea campaign and find the battles between the British destroyers and German TB in the Blight and Western Baltic some of the most enjoyable battles.
On this subject, will the new game pick up TB and DD in the designs please?
If time allows, would it also be possible to have a look at AI behavior with respect to following orders in Admiral mode please? For example, in the campaign I am playing, Second Light Division encountered German BC in the North Sea. Being strong in DD, the French launched a flotilla attack to cover the retreat whilst turning away the AC and heading for home at full speed. The flotilla attack worked a treat and the AC broke contact. The supporting LC (in core mode) however thought that it would be a good idea to attack the German BC alone and were lucky to only lose two of their number. Accepting Arbuthnot at Jutland was guilty of not entirely different irrational behavior, this could do with a bit of a tweak.
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Post by Fredrik W on Apr 18, 2015 15:31:48 GMT -6
Yes, it will be possible to design destroyers and torpedo boats, and even minesweepers in RTW.
There will be a number of minor tactical tweaks to the SAI engine in RTW. Hard to tell if it will apply to exactly the situation you describe though.
Thanks!
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Post by kasuga on Apr 24, 2015 10:18:16 GMT -6
Any new info/news about release??? expect all is working fine, i really want see my self as head designer of a modern navy
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Post by Fredrik W on Apr 25, 2015 11:26:14 GMT -6
Any new info/news about release??? expect all is working fine, i really want see my self as head designer of a modern navy Sorry to keep you waiting. We are in advanced beta testing, but this a comprehensive and fairly deep simulation, and we want to get it working right before releasing it.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 25, 2015 12:07:39 GMT -6
Nice Fredrik! Quite a few new variables there! Armor scheme, increased elevation... what does FC position do? Also Fredrik do we have some ship line drawing schemes to choose from when designing ships? That CL is so well drawn but I'm almost aesthetically retarded....
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Post by dickturpin on Apr 25, 2015 12:11:18 GMT -6
Agree with above.
Increased elevation is a welcome addition.
Is it possible to have slow rates of fire please?; this was an important feature.
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Post by kasuga on Apr 25, 2015 12:30:12 GMT -6
Nice pic, thanks for it. A little suggestion, with guns+quality... is possible show the firepower value to know better the efect of use one gun or other??? i refer using a help info panel when move mouse over quality that shows the combat value of gun or similar... or maybe add a box to show main and secondary (even terciary) guns total firepower (like you do to show total weight and cost). Ummm add stock base designs to mod over them??? over do ship from 0 load a base and edit the values. FC... i think means Fire Control positions no??? how many positions are. Great job, cant wait to have it. PD: build yard and complement are stetical or have some impact in game? for example local ships dont have problems to replace parts and complement affect ship quality... bigger the complement bigger the time to have a good crew (of course this depend to of ship class is more a way to prevent superships in a certain class with 2x crew have it running as a team as if we talk about a smaller ship with less human factor).
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Post by Fredrik W on Apr 26, 2015 0:40:54 GMT -6
Nice Fredrik! Quite a few new variables there! Armor scheme, increased elevation... what does FC position do? Also Fredrik do we have some ship line drawing schemes to choose from when designing ships? That CL is so well drawn but I'm almost aesthetically retarded.... You can usually start with an existing design and modify that, so usually you don't need to do much about the superstructure graphics. That is purely an aesthetic thing anyway and the ship will work fine with just a crude superstructure graphic or none at all.
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Post by Fredrik W on Apr 26, 2015 0:41:45 GMT -6
Agree with above. Increased elevation is a welcome addition. Is it possible to have slow rates of fire please?; this was an important feature. Slow rates of fire? Could you explain more?
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Post by Fredrik W on Apr 26, 2015 0:44:15 GMT -6
Nice pic, thanks for it. A little suggestion, with guns+quality... is possible show the firepower value to know better the efect of use one gun or other??? i refer using a help info panel when move mouse over quality that shows the combat value of gun or similar... or maybe add a box to show main and secondary (even terciary) guns total firepower (like you do to show total weight and cost). Ummm add stock base designs to mod over them??? over do ship from 0 load a base and edit the values. FC... i think means Fire Control positions no??? how many positions are. Great job, cant wait to have it. PD: build yard and complement are stetical or have some impact in game? for example local ships dont have problems to replace parts and complement affect ship quality... bigger the complement bigger the time to have a good crew (of course this depend to of ship class is more a way to prevent superships in a certain class with 2x crew have it running as a team as if we talk about a smaller ship with less human factor). You can select the number of fire control positions you want. More will give redundancy, but also add weight and cost. 2 might actually be a bit extravagant on a light cruiser.
You can build ships at foreign yards if they have better tech or more capable shipbuilding industry, but that risks having them seized if war breaks out.
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Post by dickturpin on Apr 26, 2015 2:45:27 GMT -6
Agree with above. Increased elevation is a welcome addition. Is it possible to have slow rates of fire please?; this was an important feature. Slow rates of fire? Could you explain more? Older ships that would still feature in the lists for 1900 or so would not be able to shoot heavy guns faster than 1 shot every 2-4 minutes. For modern heavy guns of the early 1900's, 1 shot per minute was normal. Later WW1 this was nearer 1 shot every 30-40 seconds. Also, medium "quick fire" guns from circa 1900 had much higher rates of fire than guns without this technology. Thus the US who lacked QF technology substituted 8" guns in many of their Battleships. It may be anticipated that at the very start of the period covered by RTW, the QF medium guns would be more decisive than the cumbersome heavy guns, especially at the longer ranges (max battle range circa 1,600 yds increasing to 4,000 yds at this time). Medium (6") guns were not just capable of higher rates of fire but could be fired with continuous aim. Heavy guns adopted salvo firing around 1902 and improved mountings allowing continuous aim appeared around 1907 and thus the superior ballistic properties and more destructive shells resulted in these guns becoming the weapon of decision.
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