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Post by dorn on Mar 22, 2018 6:39:44 GMT -6
Will be there in RTW2 more refit possibilities including protection enhancements?
There is limited possibility to increase armor protection in RTW1 during refit as only turret armor and secondary guns armor could be refitted. In reality in interwars period it was quite common to see large refits replacing machinery, increasing armor protection, replacing conning tower etc.
The second thing which is link to these refit are that increasing speed was not used in refits on opposite in RTW (which is quite costly but available to increase speed of old cruisers by several knots, 3-4 without any issue except costs) and that these even large refit was cheaper than that in RTW. The cost of QE refit was about 1/3 of new KGV battleship if wiki is right on that topic.
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Post by mycophobia on Mar 22, 2018 12:20:59 GMT -6
On topic of refit, I feel like given the long time span of the game it maybe good to do extensive reconstruction of ships. Like many cruiser/bb/BC that were converted to carrier(in practice many are converted in construction, which can be a feature as well). Or highly extensive rebuild like Italy did with their ww1 battleships.
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Post by garrisonchisholm on Mar 22, 2018 13:15:25 GMT -6
An extreme rebuild is already represented in the game, though I think the longest it can possibly take is 10 months (12?). Oil for Coal, an extra 4 knots, better main guns with more turret armor, and that is a pretty expensive project! RTW2 will at least do this, and considering it encompasses aircraft it would certainly logical for it do more than that, whatever it ends up being.
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Post by Noname117 on Mar 22, 2018 14:50:03 GMT -6
An extreme rebuild is already represented in the game, though I think the longest it can possibly take is 10 months (12?). Oil for Coal, an extra 4 knots, better main guns with more turret armor, and that is a pretty expensive project! RTW2 will at least do this, and considering it encompasses aircraft it would certainly logical for it do more than that, whatever it ends up being. Do remember that additional armor was added to the hulls of some ships in this period, and I believe the dimensions of a few ships (such as the Italian BBs) actually would increase with refits. So, yeah, refits of the inter-war period were more extensive than those in RTW.
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Post by mycophobia on Mar 22, 2018 15:18:18 GMT -6
An extreme rebuild is already represented in the game, though I think the longest it can possibly take is 10 months (12?). Oil for Coal, an extra 4 knots, better main guns with more turret armor, and that is a pretty expensive project! RTW2 will at least do this, and considering it encompasses aircraft it would certainly logical for it do more than that, whatever it ends up being. Do remember that additional armor was added to the hulls of some ships in this period, and I believe the dimensions of a few ships (such as the Italian BBs) actually would increase with refits. So, yeah, refits of the inter-war period were more extensive than those in RTW. Ya I think the main inadequatecy is the limit in the upgrade to armour which is some what limited( Iirc rn belt can't be changed)
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Post by Fredrik W on Mar 22, 2018 15:28:53 GMT -6
The possibilities for rebuilds will be somewhat increased in RTW2. Deck armour can be added for example. Also conversions to carriers will be possible.
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Post by Enderminion on Mar 22, 2018 16:27:58 GMT -6
The possibilities for rebuilds will be somewhat increased in RTW2. Deck armour can be added for example. Also conversions to carriers will be possible. what about Partial conversions to carrier, like HMS Furious (prior to full carrier conversion) or Ise class battleships?
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Post by dorn on Mar 22, 2018 23:37:03 GMT -6
The possibilities for rebuilds will be somewhat increased in RTW2. Deck armour can be added for example. Also conversions to carriers will be possible. Thanks for the answer Frederik, I am looking forward to RTW2.
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Post by stratos on Mar 23, 2018 4:08:20 GMT -6
Can't wait guys!!
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Post by kasuga on Mar 23, 2018 5:18:20 GMT -6
Something i want see is a skirmish mode + build tool out of campaign mode to use them together, the idea is play tactical battles without need play the campaign testing the ships you design.
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Post by garrisonchisholm on Mar 23, 2018 6:41:57 GMT -6
Something i want see is a skirmish mode + build tool out of campaign mode to use them together, the idea is play tactical battles without need play the campaign testing the ships you design. This is an interesting thought, to be able to design something and immediately "table test" it, against presumed foreign opponents or some of your own ships.
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Post by surtur on Mar 23, 2018 6:49:30 GMT -6
I might be a minority here, but I would really appreciate the option to auto-resolve battles. I love the game for its strategy layer.
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Post by rimbecano on Mar 23, 2018 10:09:58 GMT -6
If significantly more auto-resolution is done, I'd like to see the ability to set tactical doctrine for the AI. Things like "this class should avoid engaging enemy capital ships at less than 12k yards".
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Post by cleveland on Mar 23, 2018 13:53:57 GMT -6
Would love to see historical scenarios in the new version - down scaled to week long turns.
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Post by krankey on Mar 24, 2018 3:23:19 GMT -6
Intel Effort
I would like to see the same options that we have in RTW with the added option of players having greater control of the intel efforts in the form of request/suggestions that the government may agree to follow. This in turn would cost additional funding as a % of current Budget (Bribes, Donations to politicians. Would give smaller nations a tool to remain out of trouble and % cost means they can play the game just as well as richer nations.)
Own Nation Counter Intel effort - Low - Medium - High
Target Nation Intel Effort - Low - Medium - High If settings below have "Unset" status then standard RTW intel is followed for purpose of success. Target Nation Intel effort must be equal to or greater than any specific effort selected below.
Ship Design - Unset - Low - Medium - High Armament Design - Unset - Low - Medium - High Ammunition Design - Unset - Low - Medium - High
Sabotage - Unset - Low - Medium - High
Ferment Dissent - Unset - Low - Medium - High
Ferment Distrust - Unset - Low - Medium - High (Select 2nd Nation) could cause agreements and alliances to be dropped or even buildup of hatred to War over time.
Obviously with rewards comes risk. e.g. Should you be caught causing dissent between two nations then both will react badly to your efforts and possibly from nations not being specifically targeted.
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