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Post by markodash on Mar 8, 2019 2:12:59 GMT -6
most antiship missiles shouldn't be too hard to model in once you've got aircraft down, especially if you manage to work in kamikazes.
since the missiles are basically small, fast, but not very nimble or robust aircraft that 'attack' by colliding with the target if the AA guns don't shoot them down first.
and an earlier start date would be interesting too. but refighting hampton roads would be boring, IIRC after an hour or so firing to no effect, both ships began trying for a ram. after neither managed to do that Virgina just kinda got bored and left.
i'd personally like the end date to not be a hard cut off, give a end of campaign report like now but than let us keep fighting for eternity if we want.
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Post by noshurviverse on Mar 10, 2019 10:42:45 GMT -6
While I'm certain the point has already been made, I wanted to give one more example. I started an Italian campaign with an autogenerated starter fleet, and received two types of CLs. Comparison of their stats show them to be entirely identical except a slight tonnage difference and a larger crew as a result.
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Post by archelaos on Mar 10, 2019 16:17:02 GMT -6
While I'm certain the point has already been made, I wanted to give one more example. I started an Italian campaign with an autogenerated starter fleet, and received two types of CLs. Comparison of their stats show them to be entirely identical except a slight tonnage difference and a larger crew as a result.
The question is - is this a problem? It definitely is not efficient to generate multiple designs that are almost identical, but IMHO it feels realistic, especially at the start of the game, when those could be different ships, looking differently, but similar in general stats.
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Post by mycophobia on Mar 10, 2019 20:36:21 GMT -6
While I'm certain the point has already been made, I wanted to give one more example. I started an Italian campaign with an autogenerated starter fleet, and received two types of CLs. Comparison of their stats show them to be entirely identical except a slight tonnage difference and a larger crew as a result.
I’d say it is not impossible to imagine largely similar ship with very superficial or marginal improvement being considered different class. For example, the Fuso class and the subsequent Ise class have very limited difference that are significant to RTW simulation. With the main difference being improved habitability with Ise, moving some belt armour thickness to a slightly thicker deck, and a turret repositioning which I feel do not make a significant difference in the rtw simulation.
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Post by sarastro on Mar 21, 2019 7:24:07 GMT -6
---------------------------------------- Introducing: | NAVAL BATTLE MOD| ----------------------------------------
Finally you can replay your favourite historical battles or simply make up your own fleets and see what works or is in need of some love. We are also proud to anounce that BATTLE MOD could become the core of RTW3's unique multiplayer mod! Thanks for your attention and we'ar looking forward to your comments!
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