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Post by dashwood on May 19, 2019 23:16:15 GMT -6
I will join the chorus asking for some ability to customise task forces or at least a UI widget to indicate what types of ships are likley to be involved in differing types of engagement.
Annoying to lose ground in a war because the entire enemy fleet is showing up to high VP engagements while your own far lager fleet rarely shows.
Another suggestion is a rebalance of VP allocations for specific missions. Some convoy defense missions and coastal bombardments offer very significant VP rewards/penalties. I do not mind these rewards in theory, especially as they seem prevalent in missions supporting invasions, but it seems a little unrealistic to get low or negative rewards in battles where you have sunk a good tonnage ratio. Maybe a reduced VP penalty/reward if the battle would have been a major victory without objectives?
And, more of a pipe dream suggestion, it would be nice to have the option of assigning ships to "invasion support", which provides a small bonus to ground operation rolls but removes ships from AF, and increases the proportion of HE and Bombs relative to AP and Torps equipped, maybe also opening up bombarding ships to attack from enemy ships in a new engagement type.
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Post by dorn on May 20, 2019 1:31:42 GMT -6
Right know main difference for player style between RT2 and RTW1 is that RTW2 is much more overhelming. However UI is based on RTW and RTW2 features are on top of that.
Game as RTW does not need graphic however quality of UI is much as important as core of the game. In RTW even if UI was not top class it was reasonable well relating to management needed from player and some small issues were not important as overall game was simple at this point. However it changed a lot in RTW2 and frankly speaking I found myself sometimes frustrated by it.
I would start series of suggestion which could make UI much better. I will take part of the game and make some suggestions. And open even discussion to bring other ideas. I would get them points from 1 to 10 to show how important I think they are in overall UI. It could be better to start with most important but sometimes the most important need to think about more so I will write them later.
Tactical map during battle (just map itself, not information around as logs etc.) - importance 5
During battle with so large fleet it is important to have good overview and be able to split important information from unimportant one. However there can be dozens of contact reports, dozens of ships involved. It is getting difficult. I would suggest several things (there are different, think about them as ideas):
1. contact reports There has been already suggestion to make them more transparent as getting old.
There other options which could be interesting. Let player click on them on map and able to choose important one. That ones will be bold not only on map but even when targetting by airstrike (they would be on top of list)
2. painting Allow player to put marks with text, paint simple arrows etc. with ability to switch on/off this layer.
Why? Because there can be a lot of contacts during battle, some of ships just disengage. Some times there is strategical nessesity to focus on one target and after it is destroyed, focus on another. However at this time ships could be out of visibility and player need to guess where they were, what course they have. If player can paint something, it could help a lot as he can paint plan, expected course of ships etc.
3. aircrafts
a) Recon search I have already mentioned it however as i would like to be this complex, I will repeat it and elaborate it a little.
Right now player have no idea where his recons are. It could be good as recon planes take off to have shown they probable search pattern with dot their expected position. Even better it would be if it could be linked with point 2 and have it as layer that can be switch on/off.
Earlier mentioned larger dots of aircrafts are probably not nessesary as this information was not available to Admiral but Admiral should now where fleet planes (not base planes) could probably be.
b) Range Right now there is difficult to plan. But in carrier warfare with principles first strike first hit and probably win is important to know ranges. It could be quite good when flag ship is selected to have another circles relating to ranges (something similar to visibility, main guns, torpedo, radar ranges). I understand that they are different type of aircrafts however they can bee circle for each squadron and in case they are same they will be in same place. And colors could be used to have knowledge what range is for torpedo bombers, dive bombers, fighters, floatplanes.
Same could be done for bases to know where is the ability to strike from base even if it is controlled by AI.
I think this is something that need to be think even more how to do it with light, medium and heavy load. For torpedo bombers it is torpedo which is important. For fighters it is max. range, for dive bombers it is more difficult but probably could be max range too.
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Post by hrcak47 on May 20, 2019 1:56:31 GMT -6
When selecting a new plane amongst the few offered, I would like to see in the same window:
1. my last 3 designs of the said type only (no need to compare 500 knot from 1958 superfighter with the biplane from 1915) 2. enemy most recent design by name, with added stats provided by my spies (if any exist). 3. If allies/tech allies exist, stats of their finest planes are seen. 4. this should also allow for purchase of a foreign design deemed superior in that same window. Allied planes are cheaper. 5. Price per month for other nation plane purchases.
Bonus events: 6. Minor nation wants to buy your older designs for cheap (small money boost) 7. Minor nation wants to buy your best design (medium money boost) 8. Major nation wants to buy your best design (large money boost over a few months, but their next planes will become better later)
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Post by dorn on May 20, 2019 6:07:23 GMT -6
Squadrons after carrier is taken for refit
I know that it is written in manual that they disaband themselves, but could be done that all squadrons of carrier which is taken for refit is automatically moved to reserve as it is easy to forget on this.
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Deleted
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Post by Deleted on May 20, 2019 7:52:40 GMT -6
I mean, they should be happy that they are not forbidden to rebuild their navy, but refusing to pay the freakin cash after being beaten like a dog? Thats a bit too much. My nation had 0 unrest, no debt of the navy, I think that I should have had the option to start another war just after the first one ended, and forced them to pay that damned money... One of my biggest Bs is sunk, they didnt give me theirs nor gave me enough money to build at least 1 new, so I would count that as casus belli to beat them again right in that moment. My suggestion is: Make every unused "take that colony" point worth at least 3 000, or better 5 000 of annual budget. I believe unused points when taking colonies after a war actually do translate to an improvement in national resources, simulating the payment of reparations after a war. Not sure how much that is or if it's still present in RtW2, though. I know that it should translate, but the actuall improvement is so little that it makes almost 0 difference.
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Post by sloanjh on May 20, 2019 8:03:59 GMT -6
Two leftovers from RtW:
1) It would be nice to have a way to look at information (basing capacity etc) of possessions at the end of a war when being asked to choose which ones you take over. If there's a way to do it I haven't found one. At present I try to remember to write all the info for enemy bases down during the war, so when surrender happens I know which ones to pick (e.g. finland at capacity 100 is better than baltic with 50 - both are 5 pts IIRC).
2) It would be nice to have a way to query a ship for the level of the various technologies that it was built with, e.g. damage control level, armor quality level, etc. This would help give a feel of how out-dated it is....
Also +1 do Dorn's comments on contacts and (especially) range circles for air strikes.
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Post by warlock on May 20, 2019 9:21:04 GMT -6
1. CV targets. Instead of just course reports, if I have an enemy spotted, I would like to see an option to use a specific spotted ships location for strike targeting.
2. Task forces and/or roles. Since we now have so many more roles I would like to be able to set specialized task forces or roles for my ships. Example might be to have a dedicated role/TF for minesweepers or be able to design a CAA and designated it as a CV escort or group 4 of them into a CV task force. Things like that.
3. Recall/Redirect strike button (maybe with appropriate tech upgrades). Basically a way to recall and/or redirect an Air Strike once I get radios available.
4. Remove the KE build restriction. I really hate that I can't pre-build TP craft. I mean even in times of piece you need a Coast Guard. Also I think most all maritime militaries keep at least some light craft in their fleet. Having to wait 10 months into a war to not have to use my DDs for TP is kind of brutal.
5. A way to reduce the number of "spotted" marking on the map. With my Italy playthrough, I have to Med under constant air recon, so much so that after about 1 hour in game time that I can't even see my ships due to all the "spotted" symbols. Maybe have each "Spotted" marking fade over time so that only the most recent 3-4 marks on the map at any given time or make it so all the "spotted" symbols disappear the second a friendly ship in your controllable fleet visually determines presence of lack their of, of enemy ships. Basically have it where all the "Spotted" marks immediately disappear when the mark is withing visibly of your ships.
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Post by Fredrik W on May 20, 2019 9:41:36 GMT -6
So I got a convoy attack mission. My two heavy cruisers get in using the cover of darkness and sink no less than 8 cargo ships from a fleet of 14, while damaging their escorts, then slip back away having taken no damage themselves. I'd call that a very successful mission. Unfortunately, the game would not. Due to getting no bonus for sinking Cargo ships, and the French getting 1000 points for every surviving transport, it's considered a major victory for them. I believe this is altogether far too many points to give out for a transport simply not dying, and it turned a complete victory into a very unlikely defeat. Are we sure that there wasn't an extra zero in here somewhere? The VP values were changed in response to user feedback that it paid better to sink the escorts than the convoy ships. But we might have to adjust it some further. Thank you for your feedback!
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Post by Fredrik W on May 20, 2019 9:42:04 GMT -6
Hey could we have an option to turn off support forces again like in RTW? All it does is lead to disaster. You can! It's in the options screen.
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Post by Fredrik W on May 20, 2019 9:43:28 GMT -6
I also have another important thing. When enemy nation crashes in revolution, it should be forced to pay a LOT more money than now. My budget as a France was 240 000 before war, and 253 000 after 4 years of war, when Italy was totaly smashed into pieces, its prime minister probably hanged upside down somewhere, yet my budget increased so little that I wonder if I really got anything from Italy, or if my economy just increased a bit... I expected to have at least 270 000 after such victory, but yet enemy navy got almost as much money after total defeat as mine got after total victory. I mean, your country is totaly defeated, 3/4 of your ships sleep with the fishes, your economy ruined, your colonies (if you dont count Sicily) are lost, you just shot your government and hanged your prime minister, but whatever, your navy still deserves its 230 000 per year. And French prime minister to the french chief of navy: "You survived! You earned a prize!" Chief of navy: "A prize?" Prime minister: "NO! " The intention is that enemy nations should not be totally crippled and not provide any interesting opponents after a heavy defeat.
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Post by Fredrik W on May 20, 2019 9:46:05 GMT -6
Right now player have no idea where his recons are. It could be good as recon planes take off to have shown they probable search pattern with dot their expected position. Even better it would be if it could be linked with point 2 and have it as layer that can be switch on/off.
Earlier mentioned larger dots of aircrafts are probably not nessesary as this information was not available to Admiral but Admiral should now where fleet planes (not base planes) could probably be.
Real admirals had no idea where their recon planes were, if they were following their correct course, or if they might even had been shot down with no time to send a report. Players in RTW2 still know more than IRL admirals about where their search planes are.
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Deleted
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Post by Deleted on May 20, 2019 10:19:01 GMT -6
I also have another important thing. When enemy nation crashes in revolution, it should be forced to pay a LOT more money than now. My budget as a France was 240 000 before war, and 253 000 after 4 years of war, when Italy was totaly smashed into pieces, its prime minister probably hanged upside down somewhere, yet my budget increased so little that I wonder if I really got anything from Italy, or if my economy just increased a bit... I expected to have at least 270 000 after such victory, but yet enemy navy got almost as much money after total defeat as mine got after total victory. I mean, your country is totaly defeated, 3/4 of your ships sleep with the fishes, your economy ruined, your colonies (if you dont count Sicily) are lost, you just shot your government and hanged your prime minister, but whatever, your navy still deserves its 230 000 per year. And French prime minister to the french chief of navy: "You survived! You earned a prize!" Chief of navy: "A prize?" Prime minister: "NO! " The intention is that enemy nations should not be totally crippled and not provide any interesting opponents after a heavy defeat. Ok, so the war results are not realistic, so then there is a simple solution. That unused points after the war should give the player +5 000, but only -2 500 to the AI, not -5 000.
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Post by dorn on May 20, 2019 10:22:28 GMT -6
Right now player have no idea where his recons are. It could be good as recon planes take off to have shown they probable search pattern with dot their expected position. Even better it would be if it could be linked with point 2 and have it as layer that can be switch on/off.
Earlier mentioned larger dots of aircrafts are probably not nessesary as this information was not available to Admiral but Admiral should now where fleet planes (not base planes) could probably be.
Real admirals had no idea where their recon planes were, if they were following their correct course, or if they might even had been shot down with no time to send a report. Players in RTW2 still know more than IRL admirals about where their search planes are. Thanks for the answer Fredrik. I understand that they do not know where they are. However the search pattern of each plane is known so after all planes get back to carrier and 1 is missing there is chance (not 100 % certain) that in this direction is some carrier. Right now I have no easy overview of it. May be there is some report I overlook but as there is dozens of reports from taking off, landing etc. the most important is not easily accessible.
And if recon plane does not return from some direction it could be reliability issue of plane or threat from this direction. Of course even it could be wrong as plane can go wrong direction etc. but it gives important information, there could be carrier force somewhere.
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kaiww
New Member
Posts: 12
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Post by kaiww on May 20, 2019 10:25:34 GMT -6
This one is a bit intresting, playing as Japan with the 1900 start and historical budget it gets very hard to keep up with the rest of the world from 1920 forwards (like a snowflake in hell) and it does not represent that Japan did become a major naval power in the twentys. I am not alone in having problems with the later game if you see my thread about the naval budget. Would it be possible to add an event that increases the base budget of Japan, perhaps linked to getting the event were you are no longer behind in shipbuilding technics ? best regards and thank you for an great game
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Post by kelseyeek on May 20, 2019 10:55:10 GMT -6
I know this is minor, but in RTW and now RTW 2, I struggle with identifying friend and foe when zoomed in on the map. It is so easy to when you zoom out and the ship icons are replaced by blue or red dots. Then you zoom in and it's much less apparent. The flags help, but they don't stand out nearly so clearly as the blue/red dots did (or much at all if you have the "wrong" combination of countries at war), and if the battle gets messy sometimes I miss a destroyer lurching into my lines. I've tried coloring the ship icons, but the black outlines swamp the deck colors at mid-zoom levels. So I thought it might be easy enough to add an option to color the names of ships in the same Red/Blue text. If it's optional, then anyone who has trouble with the color contrast can just go back to black, but it'd sure be helpful to me.
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