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Post by thatzenoguy on Aug 12, 2016 1:30:56 GMT -6
Ideas us folk can toss at the devs for the next game.
For starters, I'd like to pick what calibre the guns are, not the SIZE, but the barrel length.
Believe it or not, bigger does not mean better!
The 45 calibre gun of the SoDak class were better deck penetrators than the 50's on the Iowa class!
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Post by tonewyork on Aug 12, 2016 6:13:50 GMT -6
Shell design and weight has more to do with whether a round is better at penetrating belts or decks then the gun length. The 16"/45 had better deck penetration at shorter ranges then the 16"/50, but that was a function of the fact that they shot the same shell, if you were to increase the shell weight of the 16"/50 shell you could get it to the point where it would be better at all ranges in both horizontal and vertical pen. Longer gun length allows for more energy to be given to the round it fires. But I would most definitely like to choose the type of shell I fire, being light and fast or slow and heavy. For example: a heavy shell having 10% better deck penetration but 10% less belt pen, the standard shell wouldn't change and a light shell would have 10% less deck pen and 10% more belt pen.
Something that I would very much Like to see in RTW 2 is the ability to designate ships as squadrons and fleets, so I could keep me new fast ships together, or the ability to give a ship a more specific role, i.e. Designating certain cruisers fleet cruisers, others trade protection and others still coastal defense. While I understand that it wasn't always a choice, I would like to be able to design a slow, powerful cruiser for trade protection and coastal defense without having the risk of it being my fleet scout. Or possibly introduce an new class of ships, either a trade cruiser or a fleet cruiser.
Also this could be in RTW 1, but to increase the accuracy and range of shore batteries by 30% and 50% over the best ship mounted equivelents at the time when they are built.
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Post by tbr on Aug 12, 2016 16:45:09 GMT -6
That is already moddable and I posted modded files wth higher accuracy and rate of fire for coastal batteries on this board. I also lowered construcion and maintenance cost. Range is not as easily moddable but I at least made sure all coastal guns are +1 quality and have increased elevation. www.dropbox.com/s/uuzgtvujnmtb1dj/rtw-coastal-batteries.7z?dl=0Thismight be toomuch for your taste, if so you can easily see now what to mod. These files replace the coastal battery files in the Data/IDes folder. Do not forget to backup. Maintenance cost severely reduced, 20% bonus on rate of fire and 150% bonus on accuracy of coastal batteries, all batteries have quality 1 guns and increased elevation. They start with central rangefinders and get the better firecontrol through technology progress. Dangerous in early game they become deadly in mid- to late game. increase the accuracy and range of shore batteries by 30% and 50% over the best ship mounted equivelents at the time when they are built.
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Post by rockmedic109 on Aug 13, 2016 10:06:04 GMT -6
The ability to concentrate gun tech on improving current models of guns? I'd rather have improved models of 15 or 16" guns rather than a 17" gun. I don't know how historically accurate this would be or if it would unbalance the game.
An in-game reference tech tree list. Just to see what is available and what has already been developed. Maybe I should put this one in the "Suggestions" thread.
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Post by JagdFlanker on Aug 13, 2016 16:52:53 GMT -6
this would take a lot to work out, but my fav tech researching game of all time was the first 'Sword of the Stars' (4X game), which in a basic way is similar to RtW (turn based with real-time battles). SotS II was a failure so don't go there lol
in SotS there was a pretty massive tech tree with different 'roots', but you could only ever research 1 specific tech at a time so the fun was to choose and optimize the best techs to research from game start so your ship design would go in the direction you wanted. especially fun is sort of the 'tech/counter-tech' battle you'd have against the enemies, and you'd only know what techs they'd have when you'd actually engage in battle with them. since tech is only researched 1 at a time it opens up the possibilities to have a lot of very different end-games for different directions a player may take
kind of hard to describe without actually playing the game, but devs if you are looking for a little inspiration on some different directions to take with RtW2 you can try messing around with SotS a little to get some ideas
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Post by bcoopactual on Aug 13, 2016 18:11:39 GMT -6
I'm a big fan of the SotS tech tree as well but the one thing I actually don't like about it is the one tech at a time research method. I realize it is a relatively standard feature of 4x games but it never made sense that a nation/race/military would have all of their researchers working on the same thing all at the same time. I actually like RTW's system better where you accumulate RP's in all areas and you can prioritize in one or more areas as you see fit. Much more realistic to me.
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Post by axe99 on Aug 13, 2016 18:39:20 GMT -6
Aye, I far, far prefer RtW's tech system to any other I've ever played. Far more realistic and far more enjoyable. One thing that could perhaps add depth, if they 'went large' on tech, is focuses within techs (so you could focus on rangefinders within fire control, or breeches in guns), but these focuses would be like the focuses of the techs proper - they only increase the probability, they're not a guarantee.
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Post by thatzenoguy on Aug 13, 2016 18:59:06 GMT -6
Yeah, I have to admit RtW tech design is lovely.
But I have one fault...
There is no country specific techs...
Historically, no, Japan did not have the tech US had, UK had which germany had, etc...
I'd like country specific techs.
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Post by Fredrik W on Aug 13, 2016 23:44:26 GMT -6
The ability to concentrate gun tech on improving current models of guns? I'd rather have improved models of 15 or 16" guns rather than a 17" gun. I don't know how historically accurate this would be or if it would unbalance the game. This is intentional. Historically some nations failed to develop good guns of certain calibres despite trying. Ship designers had to work with what industry could provide, and that is what the game tries to simulate. An in-game reference tech tree list. Just to see what is available and what has already been developed. Maybe I should put this one in the "Suggestions" thread. You can list the techs you have invented (select details for a research area in the research screen) but not uninvented techs. This is also intentional, real ship designers had no idea of knowing what would and would not be invented in the future (admittedly, after a few playthroughs you have a fair idea, but still).
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Post by rockmedic109 on Aug 14, 2016 10:13:24 GMT -6
Thanks Fredrik. I figured there was likely a good reason.
And kudos for your making so much variability in the tech acquisition. Really helps replay value.
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Post by fredsanford on Aug 14, 2016 10:36:28 GMT -6
I like the tech system in RTW, the only thing I'd like to see added is an "operational experience" factor. What I mean is that in order to get better advancement in a certain tech, you actually have to use the tech. For instance, you need to build and operate some coastal subs in order to progress in the sub tech to higher accomplishments. Or if you want to get bigger, better guns, you have to build BB's using the older version or next smallest available- for that matter the guns you use are the ones that tend to get favored for further development. This way you can't hold off on building something while you research the tech to get the advanced version and would help offset the 'crystal ball' phenomenon.
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Post by admiral on Aug 14, 2016 12:17:13 GMT -6
I like the tech system in RTW, the only thing I'd like to see added is an "operational experience" factor. What I mean is that in order to get better advancement in a certain tech, you actually have to use the tech. For instance, you need to build and operate some coastal subs in order to progress in the sub tech to higher accomplishments. Or if you want to get bigger, better guns, you have to build BB's using the older version or next smallest available- for that matter the guns you use are the ones that tend to get favored for further development. This way you can't hold off on building something while you research the tech to get the advanced version and would help offset the 'crystal ball' phenomenon. I'm not saying they should use this system, but Hearts of Iron 3 had a tech system where the speed of research was determined by Theory and Practical Experience values. Theory represented people just sitting around with maps and graphs and equations and thinking about technologies (or perhaps doing experiments), whereas Practical involved using them. For example, Armor Practical would be increased by using tank divisions in combat. On a side note, experience also increased build speed as well as research speed.
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Post by ddg on Aug 15, 2016 0:55:37 GMT -6
Thanks Fredrik. I figured there was likely a good reason. And kudos for your making so much variability in the tech acquisition. Really helps replay value. I host a compilation of all available techs here along with some other information. I often use another version of that sheet to track my research over time; you're more than welcome to make a copy of it if it suits your needs.
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Post by stelteck on Aug 16, 2016 8:26:36 GMT -6
For my part, i really love the strategic/building part of the game, but i do not like the tactical battles very much.
Some occasionnal big fleet battle is ok, but the tons of small engagement / Commerce raid is quite long and tedious in my opinion.
I would gladly have some sort of automatic resolutions of naval battle.
A "Grand amiral" level of realism with no tactical battle, but a simple resolution of battle such as the naval battle in "matrix:War in the pacific" would be awesome for example.
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Post by thatzenoguy on Aug 16, 2016 9:24:28 GMT -6
Personally I find some battles are...Silly?
I mean, why is my battlefleet attacking 2000 or less ton merchants, and why are these merchants being guarded by THEIR fleet!?
ARE THEY TRANSPORTING GOLD OR SOMETHING!?
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