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Post by Noname117 on Feb 20, 2017 15:41:46 GMT -6
I know the game doesn't really seem to like 10" armed battleships, so maybe try bringing the guns to 11?"
And I've been able to bring pre-dreadnoughts up to 21 knots before.
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Post by Noname117 on Feb 18, 2017 9:44:28 GMT -6
Bring your secondaries to 1 at least.
And that ship is really underarmored aside from the deck. I'd be doubling (at least) all the armor values and still consider it underarmored for my ships.
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Post by Noname117 on Feb 18, 2017 9:20:50 GMT -6
1.33 is definitely better than the other ones, but your problem is most likely more turrets than the tonnage can handle. Try removing some of the guns or increasing the tonnage.
Also, 2" belt for Bs is incredibly tiny. And 4" deck is incredibly large.
Maybe let the computer design some ships for you first, even if you don't build them, so you can see what the game thinks is decent armor for your time.
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Post by Noname117 on Feb 17, 2017 12:55:49 GMT -6
Take a screenshot of your ship, upload it to an image sharing site, then post it here
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Post by Noname117 on Feb 16, 2017 22:39:02 GMT -6
Or a campaign where all important capital ships have "I" names. Like the real life ones of Invincible, Indomitable, Indefatigable, or the more absurd non-real-life ones like Inconceivable, Incompetent, Impractical, etc.
On a more serious note, and I think stuff like this has been suggested before (maybe even by me, though I'm not entirely sure if I have), I definitely think there should be more systems in RTW 2 for the preservation of history in each game. Such as the ability to save a replay of a battle. Or for the game to have a screenshot key. Or even for a list of all ships which have existed rather than just those which are either in service or have been sunk. Maybe have more accomplishments of individual ships saved, like if they caused a turret flash fire on something or severe damage to another ship.
I really love how RTW creates this feel that every game has its own story, and that every story seems to have its own set of unique and important battles, and I'd love for more of that history to be easily recalled for the player rather than having to fully resort to external programs to do the vast majority of the recording of history.
And maybe also have something where mothballed ships can be put on hold for museum donation. Or that the navy could own some museum ships itself, maybe slightly increasing prestige and having a chance to increase profits (Maybe there'd be some skill with picking museum ships as well). A greatly expanded system for recording the achievements of individual ships themselves would work perfectly with this, especially if said achievements make a ship a better or worse candidate for a museum ship.
Also maybe disposing of ships for target practice should be a player choice rather than an event. I would think that the decision on how to dispose of ships would entirely fall to the navy (with the exception of museum ships, rather than the default option being to scrap them with the other options only being occasional. All of this would require some balance to not be too OP though.
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Post by Noname117 on Feb 16, 2017 21:38:40 GMT -6
Especially if the mod could play-back the battle like it happened. Replays of battles would highly suit RTW, honestly much more than many of the strategy games I've played which have replays.
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Post by Noname117 on Feb 15, 2017 22:51:21 GMT -6
One of the things I love about Rule The Waves is how every game feels like it has its own history, with its own set of ships each with their own accomplishments and records. But unless you're actually recording battles as you play through them so much of the info seems lost post-battle aside from maybe a few screenshots. I've been playing a no-battleship run of Austria-Hungary and had a great fleet battle which I have called "The Bloodbath of the Straits of Otranto," where I was fighting the French Navy. It's not as much of a bloodbath in terms of ships lost for either side, I lost 4 destroyers and France lost 1 battleship and 3 battlecruisers, but it was more in a way in terms of ships damage (each side had 6 heavily damaged battlecruisers, and there weren't that many ships which escaped the battle undamaged). This was a very great and stressful battle where I came quite close to losing a couple of my battlecruisers, and once it was over I wanted to record everything I could. So I took some pictures of my fleet while they were retreating (1 ship, CL Raab, had already made it to port at the time I took the screenshots), and then after the battle grabbed the logs from every ship participating in it, the battle log which I was presented with as the battle went on, and videos showing the damage to each individual ship and the paths that the fleets took. It should be enough information that someone could decently reconstruct the battle if they really wanted to and had enough time on their hands (Though, to be honest, I just kind of want to try a Gimp painting of my fleet entering Cattaro battered after the victory). Here's the link to all the records if anyone is interested: docs.google.com/document/d/1TKlJuP9yc7E6-c9PvT7FWIQBl8mASkAB7JNbYdStrgY/edit?usp=sharing
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Post by Noname117 on Feb 3, 2017 9:48:33 GMT -6
Eh, CA and BB could be done as well.
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Post by Noname117 on Feb 3, 2017 8:37:26 GMT -6
"Why not just give the player a checkbox of roles for the ships in the ship list screen?" Basically my idea, with the role list replacing the type dropdown. I had a far more detailed post written up, but the "enter" button on my phone's keyboard is right next to "back", and Murphy's law happened. EDIT: Then Murphy's law happened again and all the tags got messed up when I wrote the shorter reply. The issue is that you then confine a ship to its role for the entirety of its service, which simply isn't good or realistic. A ship might become obsolete in something and you might want to change its role. Say, you have a 25 knot cruiser to operate with your first battlecruisers. Then newer battlecruisers start pushing 28 knots and you'd much rather use said cruisers with your battleships. The role system should be good enough to do that, and I feel like a dropdown menu on the ship list screen would be a better option.
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Post by Noname117 on Feb 2, 2017 20:13:07 GMT -6
There were also cases where spare guns built for ships were used for something else later.
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Post by Noname117 on Feb 2, 2017 18:59:06 GMT -6
Since the idea of designated ship roles has been brought up again, I would like to ad a big +1 to that idea. Adding designated ship roles would allow for a greater amount of creativity in ship design. All of a sudden, that five inch gun CL armed to the teeth with torpedo tubes can become an excellent Destroyer squadron flagship. Remove the torpedo tubes, and add a lot of 3-in secondaries and such a ship would make a fine CL-AA. A destroyer with a large gun armament can escort the battleships and carriers while the the torpedo heavy destroyers slink into an enemy fleet at night to go for the kill. As for player-created fleets and task forces, I also think this should be added. So far the biggest argument against this is that RTW simulates the role of the uniformed head of the navy, and that squadron organization would not be handled by such a senior figure, but I think that enabling the player to organize their own fleets and squadrons would add a nice extra layer to the game. Right now, we design the ships and then fight them in battle, so I feel that it only makes sense that we be allowed to have some say over how our ships are organized into the fleets that we fight them in. I'd like to see this as well: I'd even like to see ship categories entirely replaced by roles, so, for example, BBs and BCs would be replaced by a battle-line role, which would require that the ship be within a certain percentile of tonnage, armament, and armor among active vessels at its time of construction. BCs would, on top of this have a scouting, commerce raiding, or "battle line vanguard" role (to pull ahead of the main line and cross the enemy's T), according to the player's philosophy for their use. Why not just give the player a checkbox of roles for the ships in the ship list screen? Anything with the battleline role could get put into the main battleline (though maybe divide it into front battleline, middle battleline, and rear battleline for a little more customization), and I'd presume that BBs, BCs, Bs, and ACs could be given the "battleline" role. As you said, BCs could be allowed to have scouting or "battle line vanguard" as a role (I think commerce raiding would probably work the same way it does now), although maybe you could impliment a role for ships which would not put them with the main fleet.
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Post by Noname117 on Jan 30, 2017 7:12:54 GMT -6
The nations that aren't liberal democracies are actually allowed to exceed the treaty tonnage restrictions (but not any caliber limits I believe) by up to 10% in RTW 1 already but I like your ideas as an expansion on that. [Edit - The manual actually specifies liberal democracies, not just democracies, so France, UK and USA must adhere strictly, all others can cheat so I fixed the previous sentence.] I'm not sure you will see AI nations fight each other independently of being allied to the player. That was a very deliberate choice in RTW 1 to stay within a narrower scope rather than having a full diplomatic model like in a Paradox grand strategy game. No way to know for sure until the developers release details but this is one thing I would be surprised to see added to RTW 2. The issue was that the deliberate slope means that an AI you don't go to war with doesn't take attrition losses, and may be much stronger than you later-game simply because they avoided war and you didn't. Forcing the player to be in all the wars from the start to the end of the game just puts the player in a position to take the greatest amount of losses, while having warring AIs would somewhat balance that out.
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Post by Noname117 on Jan 29, 2017 18:53:32 GMT -6
Oh yeah, we should be able to see when the AI nations are at war with each other, and have the option to pick sides and support them directly or indirectly. There should also be an option to cheat with treaty restrictions, along with event chains were people call you out for it. "Upon hearing the proposed capabilities and tonnage of our new cruiser, A Representative of the British navy has remarked that our ship must be made out of cardboard." (Prestige - Tension +) There should also be an option to straight up break the treaty unilaterally at the cost of tension. Heck, the league of nations might be an interesting mechanic in addition to disarmament treaties. It is formed after the first major war involving more than two countries, and reduces tension. But if you chose to leave it, you can get budget and prestige bonuses at the cost of even higher tensions. Though to be fair the point of RTW is to be the admiral, not the politician. I feel like the current approach that RTW takes where you occasionally give input for the politicians to use is good, although I feel like it might be a good idea to be able to give some types of input at any time. Then again, it would be interesting to see the politicians decide to break the treaty.
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Post by Noname117 on Jan 26, 2017 9:06:30 GMT -6
So this thread is for those times in the game where everything is going horrendously and somehow you barely scrape by with either losses which aren't severe or maybe even with a minor victory (Can be both individual battles or entire wars).
In the "entire war" department, I'm playing a "non battleship" save of Austria Hungary, and got into a war against Italy, who has battleships, in 1905. The best I had were fast and well-armed armored cruisers, which still couldn't really fight a 12" armed pre-dreadnought. And thus I got myself into a situation where I was blockaded with no real ability to break it. Realizing that I had larger and faster crusiers than Italy, I made the tactical error of putting them all on raider duty. 2 light cruisers got interned and 1 of my weakest armored cruisers struck a mine and sank, although Italy lost 3 light cruisers trying to fight them. But the real error here was that in the few months I did it unrest increased by a fair deal. I had probably just made Italy's blockade stronger, and thus I stopped the strategy and went back to trying to get victories in cruiser battles. But the damage was done. Unrest was rising. I had to get out of this war quickly or risk losing a really heavy and expensive armored cruiser or two, or maybe even my first battlecruiser if the war ended at the wrong point in time. I spent 3 prestige in events trying to get the war to end, to no avail. My unrest climbed to 8, then 9. A mutiny was controlled. People demanded food. It climbed to 10. I decided to pick the middle option with the government opting for peace event. And we got out of the war having given up only minor concessions, when our government was likely a month away from collapse.
So what are times where you guys have been in situations you've barely made it through?
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Post by Noname117 on Jan 17, 2017 17:51:57 GMT -6
Ship retires from larger enemy is also an option. This one doesn't trigger nearly enough, IMHO. I lose a lot of 1700 ton colonial minesweepers that should run but they only do like 10% of the time. Well, you do have to think about how fast can they go, and how fast can they identify an enemy ship. If by the time you identify the enemy you're already getting shelled you're screwed, and if you can't run away from the enemy you're screwed as well.
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