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Post by Adseria on Mar 7, 2019 16:04:01 GMT -6
So, basically, what you're saying is that nothing has changed since we were first told how radar deployment works? Literally the only new thing I can see is that you actually told us exactly how long a ship is out of action after a manual installation.
I mean, don't get me wrong, I'm not complaining, it's great that you're "engaging with the community" and all that. But why tell us these things if there's nothing we haven't already been told?
I believe jwsmith26 was trying to correct the impression that you could not manually assign radars to your ship, as stated by one or more previous posters. Reminding folks that a previous statement in this thread is incorrect is a 'redundancy' that should not be very troubling I think. Again, we already knew this. The original mention of assigning radars in refit was not how the person thought it works now, but how they think it could works in the future. A suggestion, not a statement of fact. Therefore, it is incapable of being incorrect.
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Post by williammiller on Mar 7, 2019 19:08:06 GMT -6
I believe jwsmith26 was trying to correct the impression that you could not manually assign radars to your ship, as stated by one or more previous posters. Reminding folks that a previous statement in this thread is incorrect is a 'redundancy' that should not be very troubling I think. Again, we already knew this. The original mention of assigning radars in refit was not how the person thought it works now, but how they think it could works in the future. A suggestion, not a statement of fact. Therefore, it is incapable of being incorrect. I cant 100% determine if you are trying to be a smarta$$ or not, so I'll suggest we just move on.
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Post by pirateradar on Mar 7, 2019 19:21:58 GMT -6
So if I have it right--and I hope I don't seem like I'm asking for a restatement of the same facts here, but I want to ask a clarifying question or two--we are issued a certain number of radar sets at the beginning of each turn, forming a pool of radar sets, and we are able to manually assign sets from that pool to our ships as we wish. If any are left in that pool at the end of the turn, it's automatically emptied and the sets are are assigned to ships based on understandable logic, which does not involve a 1-turn refit. So there's a tradeoff here: if we choose to manually assign radars to ships they'll be unavailable for battles for that 1 turn, but if we let the radars be assigned automatically the same doesn't happen.
Separate but related questions: is the number of radar sets made available per turn based on budget, technology, or both? Also, in testing, do beta players find radar sets piling up? Do they reach a point at which they have radars on all their ships already and are sitting on an increasing number of sets, or do upgraded versions become available often enough that you generally start the next wave of radar upgrades around the time you finish giving all your existing ships the previous version?
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Post by Fredrik W on Mar 8, 2019 1:10:44 GMT -6
Please, these things are on an altogether too detailed level to discuss. Some things are still subject to change, and also, while we want to be as forthcoming as we can to our customers we cannot answer every question. We appreciate your interest and understand your eagerness to know more about RTW2, but please bear with us if we cannot answer every question and often have to give generalized answers. We are a small team and the more time we spend answering detailed questions here, the less time we spend on coding and testing. I am sure you do not want us to delay the release date to be able to more fully answer detailed questions on features that might still not be finalized.
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Post by pirateradar on Mar 8, 2019 1:32:01 GMT -6
Please, these things are on an altogether too detailed level to discuss. Some things are still subject to change, and also, while we want to be as forthcoming as we can to our customers we cannot answer every question. We appreciate your interest and understand your eagerness to know more about RTW2, but please bear with us if we cannot answer every question and often have to give generalized answers. We are a small team and the more time we spend answering detailed questions here, the less time we spend on coding and testing. I am sure you do not want us to delay the release date to be able to more fully answer detailed questions on features that might still not be finalized. All reasonable. Thank you for your time.
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Post by Adseria on Mar 13, 2019 4:44:16 GMT -6
In some situations, not allowing shooting at unidentified ships might well be realistic. At Guadalcanal, Washington tracked Kirishima on it's radar for at least 15 minutes, closing to a distance of 8km, but did not fire because they had lost contact with the South Dakota, could not establish radio communications with them, and therefore did not want to shoot just in case the large target would turn out to be friendly. It wasn't until Kirishima successfully fired an illumination shell over South Dakota that Washington managed, by process of elimination, to determine that the target they were tracking was in fact not a friendly ship and they could safely shoot at it. In game, this might mean having to send a destroyer to identify an echo on radar, just in case. Maybe allow friendly fire on unidentified targets, and then it's the player's choice if they want to tell their ships to hold fire. It just occurred to me that radar isn't the only opportunity for friendly fire introduced as a result of the new mechanics, as the real-world HMS Sheffield learned on 26 May 1941.
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Post by williammiller on Mar 13, 2019 8:10:22 GMT -6
I believe that at least one Beta tester has discovered that aircraft can indeed perform 'friendly fire', if I correctly recall the invective used in the report :-)
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