|
Post by zulu354 on Aug 4, 2018 5:43:07 GMT -6
Just read here about the Ultimate Admiral: Dreadnoughts. Could not find much in the internet about it, but what I saw, looked promising. I share the opinion of some people here, that the game may not be that complex and deep as RTW or SAI, but still think, it will be a decent game, if you don't have that much time to fiddle with RTW2. Definitely will keep an I on this as well as on RTW2.
EDIT: Just read, that UA:D will start at 1890. So 10 years before RTW. Should be add some ironclads for extra fun.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 16, 2018 17:24:51 GMT -6
Yeah, I think that RTW 3 (or RTW 2 expansion pack) should contain some even older ships and should start around 1870-1880, with some ironclads, ironclad turret ships, ironclad rams (intentional ramming would be a great add-on ), and some strange early cruisers etc... It would be a massive challenge to survive from 1880 to 1950, always keeping up with technology and numbers... Also I would like to have some option to intentionaly give the ship to museum, for example "give xyz ship to museum (+1) prestige"
|
|
|
Post by alexbrunius on Aug 17, 2018 4:54:01 GMT -6
RTW2 is probably the 3:ed most exiting naval theme game I am looking forward to in the near future.
1:st C# version of Aurora 4x. ( Naval design, commanders and empire building in Space ) 2:nd Man the Guns expansion for Hearts of Iron 4 ( Naval themed ) 3:ed RTW2.
|
|
|
Post by director on Aug 19, 2018 8:53:02 GMT -6
alexbrunius - I'm a long-time supporter of Paradox (I wrote, I think, five or six AARs for EU2 and Victoria) but I've always had issues with how they handle naval matters. My friend axe99 might agree with you on the naval expansion for HoI4, but color me skeptical... I remember massive threads detailing better naval mechanics for EU3 and again for EU4, none of which affected Paradox. They basically ported EU2 naval mechanics over with little change. HoI4... I got into an extended disagreement over the lack of oil as a resource in the game and I can't see how strategic naval matters can be modeled without it. I'll keep my mind and wallet open - I bought HoI-through-HoI3 without playing them, just to support the company - but I don't expect much to change. Rather than discuss it here, if you like you can PM me. I haven't tried Aurora but I am a fiend for Distant Worlds with no automation. Perhaps I'll try the new version.
|
|
|
Post by alexbrunius on Aug 20, 2018 6:14:21 GMT -6
alexbrunius - I'm a long-time supporter of Paradox (I wrote, I think, five or six AARs for EU2 and Victoria) but I've always had issues with how they handle naval matters. My friend axe99 might agree with you on the naval expansion for HoI4, but color me skeptical... I remember massive threads detailing better naval mechanics for EU3 and again for EU4, none of which affected Paradox. They basically ported EU2 naval mechanics over with little change. HoI4... I got into an extended disagreement over the lack of oil as a resource in the game and I can't see how strategic naval matters can be modeled without it. I'll keep my mind and wallet open - I bought HoI-through-HoI3 without playing them, just to support the company - but I don't expect much to change.
I do recognize your nickname from the paradox forums. One of the main reason we are excited is because they are actually bringing back fuel to the game ( oil has always been present as a resource since at least HoI2 ):
And if you haven't actually played the HoI games I think you should give them a try, they have alot more detail when it comes to naval warfare than the EU series or Victoria since the main theme actually is war. While the ship design options are nothing close to RTW/RTW2 you still have some option over customization ( alot more options if using Axe99s mod ), but the main thing is the ability to maneuver fleets, land units and airplanes around in more detail and in "real time" ( each tick having the resolution of 1 hour ).
I think it's a real shame that the devs of RTW2 are not considering allowing fuel extraction & stockpiling so that actual consumption and things like shortages limiting pilot or sailor training can matter in a realistic way instead of the very arbitrary and frustrating "Your 40000 ton Battlecruiser with very long range has scuttled due to lack of fuel" when you patrol it in an area you have bases in ( This happened to me in RTW and the mechanics for RTW2 will apparently be working in a similar way ).
|
|
|
Post by director on Aug 20, 2018 6:37:18 GMT -6
alexbrunius - good points and good information. Thanks - I've always wished Paradox well and have a lot of fond hours spent with their products. Currently playing a Vic2 Two Sicilies game, in fact. Your point about fuel consumption in RtW(2) is a good one, and I suspect the reasoning is the same as Paradox's - player enjoyment. Cruising around as the US or UK is one thing; being stuck in port with no fuel to sortie for months on end is quite another.
|
|
foarp
New Member
Posts: 7
|
Post by foarp on Oct 6, 2018 11:16:55 GMT -6
Why, oh why did it take so long? This year we have three "high potentials" expected within this year and a fourth "maybe" Naval Warfare game announced...
Ultimate Admiral: Dreadnoughts is the really dangerous contender to RTW2. I hear good things of Naval Action but it being multiplayer only have not tried it.
Ultimate Admiral: Dreadnoughts is a game clearly inspired by RTW: this plainly confirms, in my opinion, the genius of Fredrik Wallin Wallin is a genius. The game play in RTW is just great. All the same, you can't help thinking that, were it not for the clearly conscious effort not to put much effort into artwork in the game, Game Labs would see a gap in the market for a game with RTW's gameplay but much better graphics. I'ts great that there's so many new dreadnought-era war games coming out now. My first was SSI's GNBNA (Great Naval Battles of the North Atlantic) back in 1992. It was brilliant - there was a real-time interface at both strategic and tactical level, warships each had their own bridge/navigation/damage-control/torpedoes/fire-control interfaces all of which you could choose to run manually, or you could switch some or all of them all to automatic and run everything from the high-level fleet-command/plotting-table interface. The great thing about the damage control interface was that it showed you the plans to the ship in each case, and it at least looked like when your ships got hit the paths of the shells through the ship were modelled accurately as you could see the tracks of the shells through compartments in the ship and the damage around where they had exploded. It's amazing to think that GNBNA is now more than 25 years old but in many ways it is still one of the best naval war games ever made. Since then though? There was Battlestations: Midway in 2006 and then Battlestations: Pacific in 2007, both of which were fun but ultimately too gamey, and Eidos Hungary then went to the wall. I did look at Distant Guns but ultimately their business model (an early version of buy-then-download) put me off. I played Atlantic Fleet, which was fun but still a bit too gamey, and I found the turn-based system a bit jarring and unrealistic some times, especially when GNBNA in 1992 already had real-time naval battles where you could see the enemy guns firing through the ship's scope and wait for their shells to fall around (or on) your ship.
|
|
|
Post by dirtnap on Oct 22, 2018 10:56:05 GMT -6
Add me in to the 'love to see a WiTP:AE update' crowd. I just want wide screen monitor support and stuff scaled to fit. Everything else can stay.
RtW2 is definitely getting bought. The others I'm less...enthused about.
|
|
|
Post by cptnbirdseye on Oct 23, 2018 2:10:59 GMT -6
WITP-AE with new interface, less micro management and greater options for production would be my dream game of all time.
|
|
|
Post by vonfriedman on Oct 24, 2018 3:47:38 GMT -6
One naval game I'd really like to see is a remake of War in the Pacific. Update the interface and graphics, streamline the logistics and tone down the extreme micromanagement. A WitP treatment of the Mediterranean theater in WW2 would be good also. I always regret the lack of Thunder at Sea, which in many ways was similar to SAI but was centered on IIWW.
|
|
|
Post by armstronggrimes on Oct 24, 2018 19:59:57 GMT -6
WITP-AE with new interface, less micro management and greater options for production would be my dream game of all time. Yeah. It's a fun game, but it also really shows it's age.
|
|
|
Post by ursamaior on Oct 25, 2018 3:28:08 GMT -6
WITP-AE with new interface, less micro management and greater options for production would be my dream game of all time.
Second to that.
And especially that I am playing on a laptop, more keyboard commands for RtW 2 would also be nice. Also in navigation mode like arrows for speed up/down 25%, and heading by 1/8th (E NE, N, and so on). Ah also a turn right/left button like in Fighting Steel.
|
|
|
Post by admiralhood on Dec 5, 2018 13:50:25 GMT -6
Why, oh why did it take so long?
This year we have three "high potentials" expected within this year and a fourth "maybe" Naval Warfare game announced. Games with singleplayer strategy focus and dynamic campaigns...
Rule the Waves 2
will likely be my staple for years to come
Victory at Sea Pacific
will be really interesting but, like with its predecessor, I exepect to eventually prefer RTW2 for replay value
Ultimate Admiral: Dreadnoughts is the really dangerous contender to RTW2. I hear good things of Naval Action but it being multiplayer only have not tried it.
Pacific Fury might come to nought. WWJD did good in modding Pacific Storm but he did not fully finish making that really playable before announcing Pacific Fury.
I am really interested to know more about the Ultimate Admiral: Dreadnoughts because I am big fan of the Ultimate General series. Do you have any idea if this game going to be multiplayer or single player? Also from the their Forum I only see photos of designing a new ship, will the player have a chance to bring their beloved ship into a naval battle? Thank you!
|
|
|
Post by tbr on Dec 6, 2018 3:03:08 GMT -6
I am really interested to know more about the Ultimate Admiral: Dreadnoughts because I am big fan of the Ultimate General series. Do you have any idea if this game going to be multiplayer or single player? Also from the their Forum I only see photos of designing a new ship, will the player have a chance to bring their beloved ship into a naval battle? Thank you! Darth (the design lead) is on the record with "singleplayer".
|
|
|
Post by admiralhood on Dec 6, 2018 10:53:21 GMT -6
I am really interested to know more about the Ultimate Admiral: Dreadnoughts because I am big fan of the Ultimate General series. Do you have any idea if this game going to be multiplayer or single player? Also from the their Forum I only see photos of designing a new ship, will the player have a chance to bring their beloved ship into a naval battle? Thank you! Darth (the design lead) is on the record with "singleplayer". Thank you, this is really nice... Do you have any idea where are they now? What is the reason I did not see any pictures of fighting a naval battle on their forum?
|
|