|
Post by williammiller on May 19, 2018 22:20:33 GMT -6
THIS THREAD IS FOR THOSE MEMBERS INTERESTED IN DISCUSSING OUR UPCOMING RULE THE WAVES 2 PC GAME.
PLEASE NOTE THAT WE CANNOT AT PRESENT REPLY TO CERTAIN QUESTIONS, ESPECIALLY ABOUT NON-FINALIZED ASPECTS OF THE GAME, BUT AS DEVELOPMENT PROCEEDS TOWARDS THE FINAL RELEASE WE WILL BE ABLE TO ANSWER MORE SPECIFIC QUESTIONS AND/OR POST FAQS CONCERNING THE GAME.
THANK YOU FROM THE NWS TEAM!
|
|
|
Post by HolyDragoon on May 21, 2018 17:02:52 GMT -6
Right, I'll start with the first question, straight from the developer's journal:
Do the anti-surface effects stack with each AA director on the ship? Or it is just a small amount independent of the number of directors?
|
|
|
Post by tbr on May 21, 2018 17:10:51 GMT -6
So will 600ton+ corvettes be able to be built as "establishment" ships that are kept on in peacetime? What will be the maximum displacement for KE's?
|
|
|
Post by tbr on May 21, 2018 17:12:46 GMT -6
Will Scout aircraft on ships participate in battles (scouting, shell spotting)? Will Scout aircraft add a (limited) ASW rating to ships carrying them?
|
|
|
Post by oldpop2000 on May 21, 2018 17:31:01 GMT -6
Will the search radars be surface search or air search? Will they have IFF available? Will any sort of aircraft homing device research be available like Zed Baker? What kind of display's will be researchable for the radars? A scope, PPI etc.
I have a whole book load of questions. This is a good starter.
|
|
|
Post by williammiller on May 21, 2018 17:40:10 GMT -6
Gents: As mentioned in my first post above and in the Developers Journal thread, we cannot go into details on most of the information shown at this point. For one thing, if we go into much detail at this point we are possibly subjecting our-self to having to go back over it again and again if changes/adjustments are made (which is likely for many features) so I would rather wait until such time as these features are more near a finalized form before going into that level of detail. Also, since Fredrik (RTW2 primary developer and coder) is the one who can answer many of these questions with the best accuracy, we would have to pull him off of his coding and development work to answer these questions on a near-daily basis and this could slow down his work, which is something that I think none of us wishes to happen ;-) As we get closer to the completion of the code and the game we will be able to answer more questions. Now I am happy to add my limited knowledge to whatever subjects/questions I can address with a degree of accuracy, so from time-to-time I will be doing just that. Also, Fredrik will himself be posting some updates in the Developers Journal as time permits, which is the most efficient use of his limited time budget. I can answer the second question above: I believe that 600ton+ corvettes can be retained during peacetime, yes. The other two questions I cannot answer (the first because I simply do not know as that is an internal code item, and the last two questions because that part of the code is not yet finalized). Note: At this stage pretty much any question about aerial ops cant be answered with any degree of detail as that portion is still under early development.
Please do not take this post as a desire to stifle discussion (on the contrary I strongly encourage you to discuss the game!), but merely as a note that at this time we have to limit our-self on answering questions due to the aforementioned reasons.
Thanks!
|
|
|
Post by Noname117 on May 21, 2018 17:59:48 GMT -6
I will say, looking through the notes and changes you had so many times I found myself pleased with them. A few removed exploitable game mechanics. Others added so much more to the game. Was still hoping we could better choose the location of secondary turrets rather than having them chosen for us. I know the Yamatos had a centerline secondary turret or two, so I'm wondering if such things will be modeled in the game or not.
But the notes are looking really good.
|
|
|
Post by bcoopactual on May 21, 2018 18:05:00 GMT -6
I think I loved every new concept I read in the developer diary and am really looking forward to this game. Seems like the developers have set very ambitious goals for the sequel. One of my first impressions was larger nations are going to have a lot more small boys since ASW and MS capabilities can't be maximized in one hull. Smaller nations are going to have to choose between less-capable jack-of-all-trade types like in RTW1 or spending more of their scarce resources on specialized, smaller combatants.
Just as historically was the case, it seems that Japan is going to be at a significant disadvantage because of the new oil rule. Italy as well. What do the forum members think (with the full realization that ultimately it's not our call) about a special rule for them guaranteeing their first invasion choice (100% chance that it happens regardless of 4-1 ratios and such, not that it is successful, success/failure should probably follow normal rules) at the start a war to simulate their striking out for natural resources. Either that or the option for non-oil having nations to have a peacetime event where they "liberate" an oil rich neutral territory that causes a 6-8 rise in Tensions. The player would then have the choice between war starting sooner than they would like even if it doesn't happen directly by the event or waiting to get as prepared as possible and then risking running out of resources during the war.
[Edit - What's the "decolonization" that Mr. Miller referred to in the second entry?]
|
|
|
Post by sittingduck on May 21, 2018 19:04:27 GMT -6
First off thanks for the update information. If permitted to ask, what kind of system requirements will RTW2 have?
|
|
|
Post by williammiller on May 21, 2018 19:54:58 GMT -6
First off thanks for the update information. If permitted to ask, what kind of system requirements will RTW2 have?
About the same as for RTW - basically if your PC can run Windows 7/8/10 then it should run RTW2 just fine. A faster CPU might show a slight advantage in some larger battles but nothing really critical.
|
|
|
Post by rimbecano on May 21, 2018 21:22:26 GMT -6
Right, I'll start with the first question, straight from the developer's journal: Do the anti-surface effects stack with each AA director on the ship? Or it is just a small amount independent of the number of directors? Well, I don't know what the game mechanics will look like, but my expectation based on real life would be that multiple AA directors used for surface targeting would allow multiple targets, but would not increase accuracy against any one target. Multiple directors increase the effectiveness of AA fire because air attack tends to involve swarms of attackers.
|
|
|
Post by theexecuter on May 21, 2018 21:33:46 GMT -6
Naval aviation, lighter than air...
SQUEEEEeee!
|
|
|
Post by rimbecano on May 21, 2018 21:50:19 GMT -6
I'm intrigued by the "fewer Kaisers, more Fuhrers" bit, but it sounds like it's fairly closely tied to the real-life timeline rather than in-game events. Any chance levels of popular revanchism based on the outcome of in-game wars could be tracked and influence the occurrence of extreme governments? For example, if Germany has been dominant on the world stage since the turn of the century, then the Kaiser's position should be fairly secure even as late as 1940, and it doesn't really make sense for there to be a Fuhrer. If Britain has suffered two humiliating defeats against the same enemy before 1910, then 1920 might even be a bit late to see something like "Catering to popular anger over the incompetence of government ministers, the King declares martial law and dissolves parliament! The prime minister had been executed! Popular opinion demands a war of revenge against the Germans!".
|
|
|
Post by tortugapower on May 21, 2018 21:57:10 GMT -6
Hello William and Fredrik,
It's very exciting to see updates on RtW2.
I'd like to ask for a future update which discusses how orders of battle will work. It would be nice to see how Rule the Waves 2 groups ships for combat. I hope the user has the option to structure this because the random hodge-podge of divisions you get in RtW1 is unrealistic and can lead to frustration.
It will be a nice selling point and of much interest to hear what options are available to the user to create specific fleets. For instance, this CL is a fleet escort with my carrier task force, but this CL is a scout/patrol ship that operates alone or with another CL of same class. Or these BBs should be in a division together, but not some old BB (think Schleswig-Holstein) with this new one (think Bismark). If the user is given an option to control these things, it wold be great, especially with the introduction of carriers making role-specific ships of great interest.
|
|
|
Post by Spaghet Shipwright on May 21, 2018 23:05:15 GMT -6
I am especially excited for the new player initiated fleet exercises, and naval invasions. Now players will have additional tools to ratchet up world tension, and more control over the war once it is underway.
I am curious how fuel shortages will be handled. Will players have any input on expanding storage capacity or stockpiling fuel oil/diesel pre-war to more effectively operate while blockaded similar to how the Kriegsmarine started the war?
Regardless, RTW2 sounds like it is shaping up nicely, thanks for the update.
|
|