|
Post by Adseria on May 24, 2019 5:28:49 GMT -6
Designing carriers is a blast -- bravo to everyone who helped make this happen!
* Enable more role-specific ships (major)
RtW2 lacks a system to give more specific role information to ships. We should be able to prevent slow, 20 knot minesweeping destroyers from ending up with 30-knot carriers as escorts. This would enable the full spectrum of designs, with specific lip service paid here to the CLAA fleet escort, which cannot be built in RtW2 if it's going to routinely be pitted against raiders or as convoy attack/defense (of course randomly it can happen). This seems like a reasonable request considering the player's role as both the highest level of command/management in the navy, and also the admiral of a division. Having control of which ships move in a task force is the middle layer between the two. I'm open to any system that will enable this. Some ideas: - The existing Fleet Exercise already provides a means to create very specific task forces, which could then move sea zones together. (Added bonus if this lessens the tedium of moving ships strategically, which is currently a shift/ctrl clicking mess)
- Expand ship roles to include things like "fleet escort" (prioritized as capital ship escort), maybe "minesweeping"
or others
Links:
A Topic on this subjectRelated post from RtW2 release day* Viewing "Aircraft type" (minor)
Sorting aircraft stats in Aircraft Types should be more user-friendly. - allow sorting by columns, other usability improvements similar to what exists in ship list - allow to filter by type for only one's country (not everyone's) * Viewing "Air groups" (minor)
Very happy to have aircraft in, but it's a bit painful to manage them. I think the interface could do with a few improvements.
- ability to save a template from one airfield and place it in others - set all airbases of size X (20/40/60) to [this] template - other interaction improvements that I can't think of at 2am I want to reiterate the suggestions above. Also as far as organizing our own task forces, why not allow players to organize our task forces just prior to battle when given a specific randomly selected contingent of forces? For example, suppose the battle generator sets up a fleet action and chooses a few ships for that battle. If we could see which ships we will have just prior to battle, and then be able to organize those randomly chosen ships into task forces, that would be GREAT! That way I can design AA cruisers out of my old CLs and I could set them up as escorts for heavier ships, and it will preserve the randomness of the ships selected for a battle. A lot of people are suggesting this. Personally, I'd like to be able to set up divisions on the strategic level, but I'd be happy to accept this as a compromise.
|
|
|
Post by primeflux on May 24, 2019 13:31:00 GMT -6
I miss the ability to rework a old design study. The only way I have found is to rework it only from the popup when the design study is finished. The alterative is from an built ship.
An right-click option from the build-window might be an solution.
|
|
|
Post by Blothorn on May 24, 2019 13:43:13 GMT -6
An option to rebuild ships under construction (hopefully for some discount in cost/time relative to completing the build and then refitting).
|
|
|
Post by Adseria on May 24, 2019 13:53:35 GMT -6
An option to rebuild ships under construction (hopefully for some discount in cost/time relative to completing the build and then refitting). This makes sense; a lot of battleships and battlecruisers were converted to carriers on the slipway (particularly immediately after the WNT) rather than being scrapped.
|
|
|
Post by Tabac Iberez on May 24, 2019 14:39:40 GMT -6
You know the Ship Status pages? Those need your current flak rating. I need to know if my battle-damaged ships are still capable of fighting off airstrikes, or if I need to increase CAP density instead of search area so I don't loose my fleet.
EDIT: Also, we really need airstrike data to go in the Log. I've been consistantly trying to stick a strike, and my bombers never tell me anything. It's massively frustrating, not even to have a "so we totally missed" report to fall back on.
EDIT EDIT: Also, plane data screen really needs the sorting settings the ship data screen has. I frequently save them as an information source, and not being able to sort, copy, and paste is a pain in the neck for determining squadron effiency.
|
|
|
Post by cv10 on May 24, 2019 16:30:06 GMT -6
When the spare time can be dedicated to creating it, I'd love to get a warmissions editor like we had for RTW 1, and perhaps some instructions on how to create custom nations and possessions. I'm really eager to get to work on the warmissions file for my Netherlands mod. The Nation file and Shipnames file are easy enough (I had shipnames ready after the demo came out, and unless I'm mistaken the Nation file should not need changing), but with the massive changes involving the air combat system, I'm not sure how editing war missions to account for air combat would work.
|
|
|
Post by brygun on May 24, 2019 18:58:40 GMT -6
Ideas for improving co-ordinating search vs strike
The control recon and cap feature is very handy to set the arcs of coverage and range of recon flight
Suggestion is to add an ability to set what squadrons will make up the auto controlled recon and/or cap units. Game could default as is. Option would be for the player to go in to select on/off auto recon/cap. This could be a type of mission such as "auto search" or "auto cap" vs the existing "recon", "n strike" etc.
It sometimes grabs planes that I might have wanted for a different role.
Historically the Japanese used cruiser launched float planes for scouting saving their torp bombers and diver bombers to be ready for the attack on detection. USA carriers had scout-bomber planes that would at times be used for scouting to have more range. This shows the navies did things differently vs any one auto default setting.
I would like at times to control whether torp or dive bombers would be used for scouting. For a naval battle Id like the dive bombers to scout so my torp planes can ready torpedoes. At a land target that reverses. The dive bombers are needed for bombing so the torp planes are better to use as the scouts watching for enemy fleets. The suggestion to assign squadrons to the auto search would allow each player to figure this out by their situation.
Another example is in the early days of planes I had bomb capable float planes. So with planes scattered across a few cruisers and an aviation ship some of these I would want to search while having a small cluster ready for a strike. Existing auto search picks the all up and sends them all out on recon. Allowing squadron by squadron "auto search" selection would allow the player to decide to use this tactic.
|
|
|
Post by brygun on May 24, 2019 19:05:29 GMT -6
Can Russia/USSR get a research advantage for missile technology? Only if they capture German scientists. :-P Though... perhaps that could be a random event during or after a war that gives a one time boost to a research topic based on the idea of capturing scientists.
|
|
|
Post by buttons on May 24, 2019 19:35:27 GMT -6
I would personally like to see peace treaties become more significant. Some ideas. After a conflict the loser will have to pay reparations, in wars that end in minor victories this might be minor and only last for 2-5 years, in wars where the loser has their government overthrown they may be stuck paying heavy reparations for the next 20 years and be forced to halve their naval budget to afford the reparations. Either way the winning navy will get some fund increases, but not as much as the loser sees their funds decrease. Reparations will be higher the longer the war went on.
Greater numbers and depth of getting spoils ships after a major victory in a war, instead of grabbing one ship, you might be given a choice of X capital ships (BB, BC, B, CV), Y medium ships (CA, CL, CVL), and Z light ships (DD, Subs). Furthermore there is a chance of the opponent scuttling some (or most) of their fleet after the war and before you can claim your spoils as an event. So a player might get a notice that he can claim 4 capital ships, 6 cruisers, and 10 light ships, but before he can choose he gets a notice that the enemy scuttled much of their fleet to avoid its capture, meaning the player is left with whatever scraps were spared.
- Arms Limitations Treaties
Depending on the severity of the defeat and how long the war was the loser may have an arms limitation treaty forced upon them, working much like a conventional limitation treaty or Versailles. Some possible options include allowing them to keep existing ships vs scuttling existing ships that surpass limitations, and various scales of limitations from allowing them to make smaller battleships (eg. limited to 14" guns and 30,000 tons) to making anything bigger than a heavy cruiser impossible.
Might make the game easier by crippling major powers like Great Britain in a single war, but it would also make war much riskier for the player, if a player playing Austria-Hungary gets stomped by France the player may be left to rebuild with a fleet of 2 pre-dreadnoughts and a few lighter ships, outlawed from making anything bigger than a heavy cruiser, with his budget halved for the next 20 years in the year 1920.
|
|
|
Post by brygun on May 24, 2019 19:46:51 GMT -6
During a battle where I had carriers on the map I noticed PB (flying boats?) were level bombing a nearby airbase and suffering to the CAP.
I would like to send the carrier fighters to contest the air space and break up the enemy cap. I can guess that "escort" mission type might work but it seems odd that Im not sending any other planes from the carrier with them. Also I would think escort would mean to stay nearby the bombers in the strike on the flight in and out, which there aren't any.
so Id like to suggest a mission type "dogfight" for sending planes to look around an area for enemy planes to attack. Fighters wouldnt be the only one to use as some small fleets might only have floatplane types and depending on the situation you might use bombers too. Bombers do sound a bit unusual but I could imagine a friendly airbase being under heavy attack and sending anyone to contest the air space.
|
|
|
Post by brygun on May 24, 2019 19:49:10 GMT -6
Air mission "patrol" to send planes to the target marker and have them stay a while. This would be useful in setting up several in a recon wall or to have spotters flying around keeping track of enemy ship movements so other attack strikes can be better aimed for them.
|
|
|
Post by primeflux on May 24, 2019 20:08:16 GMT -6
It would be good with a ability to decide target priority for torpedoes. For and example I dontwant my destroyers shooting torpedoes on other destroyers if there is a battleship target nearby.
It might be an extension on the doctrine page, a simple use torpedoes on this kind of targets.
|
|
|
Post by Wirbelwind on May 24, 2019 21:24:04 GMT -6
More of the odd designs. Once you get into the 50s it would be interesting to see hydrofoils appearing, and being able to design things like the Surcouf would be fun. In addition, surface to surface rockets like those used to bombard landing zones would be nice.
|
|
|
Post by bobcarrierguy on May 24, 2019 22:00:49 GMT -6
Ships need Radios Seriously though. 1930 I have a Battle Fleet engaged with the enemies Battle Fleet (major fleet engagement). However, when I try to launch a strike from my CVs I can't because target this enemy fleet which is engaged, during the day, with my own enemy fleet. The only thing I can target are locations and old "sightings".
|
|
|
Post by deeznuts on May 24, 2019 22:18:15 GMT -6
It’s because if they made ships report sightings it would clutter your screen, btw if you make sure to ready a naval strike before setting a location and launching it they will make it to target quicker
|
|