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Post by Deleted on Jan 14, 2015 1:35:07 GMT -6
woh super cool! As the player assumes the role supreme naval commander I almost feel like an inter-connector between a nation's political powers and its military after reading the manual. It's such a higher level than SAICE's at... /day dream... perhaps with sufficient prestige points I'll run for fuhrer, democratize Germany and avoid WW2 altogether... day dream/ Thanks for the info sir.
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Post by kasuga on Jan 14, 2015 2:49:18 GMT -6
Thanks a lot for the manual.
Great, some things in game sounds very promising... cant wait to see game.
PD: i allways want a game at this level for WWI air war... well, not all is going to be dry feet hehehe.
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Post by oldspec4 on Jan 14, 2015 11:24:03 GMT -6
Another very interested party here..
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Post by stratos on Jan 14, 2015 15:32:21 GMT -6
What's the timeframe for RtW? 1900, until when? Just to understand some things.
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Post by mrnkovac on Jan 15, 2015 9:11:44 GMT -6
Manual looks very impressive. I hope there is a solid possibility to have war in early stage of game, when dreadnaughts and battlecruisers arent developed yet (or play only minor role) - so predreadnaughts, semidreadnaughts and armored cruisers will play major role. If i understand correctly, its very possible to have 2-3 wars during game.
I am bit worried about decreased budget differencies between countries (Austria-Hungary having 3/5 of budget of Great Britain). Playing Austria-Hungary and having 15 dreadnaughts doesnt feel right for me. I would prefer to see more realistic numbers (even with low budget Austria Hungary was able to build 4 dreadnaughts and 4 semi-dreadnaughts). Playing country like Austria-Hungary would be simply very challenging (can be considered as high difficulty level).
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Post by randomizer on Jan 15, 2015 10:54:22 GMT -6
RtW is intended to be more of a sandbox rather than an accurate simulation of the naval race that preceded the Great War. War is possible at any stage of the game and the Player may (or may not) have some significant ability to affect the decision for war or peace. The RtW world primarily reflects the naval technology realities and limitations of the period between 1900 and about 1920 or so rather than attempting to simulate the actual geopolitical world. Wars may be limited or total but the latter may prove catastrophic to the Player if lost. Of course at this stage of development much is still on the table so thanks for your input.
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Post by Fredrik W on Jan 15, 2015 14:55:41 GMT -6
Manual looks very impressive. I hope there is a solid possibility to have war in early stage of game, when dreadnaughts and battlecruisers arent developed yet (or play only minor role) - so predreadnaughts, semidreadnaughts and armored cruisers will play major role. If i understand correctly, its very possible to have 2-3 wars during game. Don't worry, there will be plenty of predreadnought battles and battles with mixed fleets of dreadnoughts and predreadnoughts, and 2 or more wars during the course of the game is likely. I am bit worried about decreased budget differencies between countries (Austria-Hungary having 3/5 of budget of Great Britain). Playing Austria-Hungary and having 15 dreadnaughts doesnt feel right for me. I would prefer to see more realistic numbers (even with low budget Austria Hungary was able to build 4 dreadnaughts and 4 semi-dreadnaughts). Playing country like Austria-Hungary would be simply very challenging (can be considered as high difficulty level).
That is a good point. However, I am not sure it will be fun from either side playing when one side has many times the resources of the other, but there could perhaps be an option to use more historical naval budgets for those who want to try. BTW Austrian naval expenditure was roughly 1/15 of Britain's in 1900, rising to about 1/5 in 1914.
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Post by brucesim2003 on Jan 15, 2015 16:44:01 GMT -6
If research is a percentage of the total budget, it does mean the the British will, in the long term, have a scientific edge. Will there be any way to counter/catch up/maintain technological quality?
Cheers
Bruce
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Post by mrnkovac on Jan 16, 2015 4:49:48 GMT -6
*I think*, that once technology is researched by one nation/or the technology is applied on ship of this nation, it should be easier for other nations to develop it. In manual it is mentioned that it is possible to research "light cruiser configuration" - if one nation starts building light cruisers, it shouldnt be problem for other nations to research (=copy) the design. I think in that era countries were proud of their ships, it was matter of prestige and no big efforts were made to conceal achievements - deceptions like in case BC Invincible (British persuaded Germans that it will have only 9.2 inch guns) were not common. Of course there might be other areas of research which are more difficult to "copy" by other nations. I trust developers will come with reasonble solution to prevent other nations to „fall behind“ too much . I also wonder, whether Fleet battle means always battle of complete fleets. It would be nice, if whole BB/BC fleet of one nation had chance to engage only part of the BB fleet or BC fleet of the other nations. As Germans in WW1 tried do to this several times, and almost succeeded on December 16th 1914, when they almost engaged 6 British BBs and 4 BCs with entire Hochseeflotte. With chance of such encounter it would be funnier to play underdog nations. Thanks for replies Fredrik and randomizer, i accept the point of lower fun factor (true is that Austria-Hungarian capital ships were most of time sitting at port during war), if option for historical budget exists (or there is editor to configure it) that would be nice (if you think there will be some fun factor left ).
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Post by kasuga on Jan 16, 2015 5:02:02 GMT -6
For me the game can offer diferent "sets", for example a total sandbox model with no historical limits, other with historical budgets and with some historical events and random events and finally a totally historical mode orientated to WWI where player play to in 14 years have a fleet for the big game.
Games like this needs offer players options to adjust the game to their preferences.
Something i need ask, game has multiplayer??? could be interesting every nation controlled by a human player... the problem could be the tactical battles but if is posible only see results accord with fleet composition and battle orders (you can set level of aggresion, if fight to win or to prevent defeat, combat range....) and if players want see action i think in "Gratuitous Space battles" battle system.
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Post by mrnkovac on Jan 16, 2015 5:13:15 GMT -6
3rd sentence in the manual "You can only play the AI, there is no human to human play."
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Post by kasuga on Jan 16, 2015 5:20:42 GMT -6
Men never read first point in a manual hehehe
Thanks, i expect this, multiplayer on these kind of games are hard to implement.
Well, is a negative point in the game but if is like SAI not a great problem
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Post by gregb7111 on Jan 16, 2015 8:40:44 GMT -6
Can't wait for this.
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Post by kyle on Jan 16, 2015 12:26:51 GMT -6
From Fredrik W: That is a good point. However, I am not sure it will be fun from either side playing when one side has many times the resources of the other, but there could perhaps be an option to use more historical naval budgets for those who want to try. BTW Austrian naval expenditure was roughly 1/15 of Britain's in 1900, rising to about 1/5 in 1914.
It would obviously add complication, but having options to toggle realistic budgets would be one idea, the other would be to allow - for example - France and Germany to be allied. If this were an option you could have some fun playing a more budget restricted nation. Maybe if it's Austria/Hungary and Italy allied as an example vs France the A.I. could do the building for Italy and the player does A/H.
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Post by randomizer on Jan 16, 2015 14:06:18 GMT -6
You have a budget and need not spend it all. There are even events that allow the Player to reduce his own naval budget, which can improve social stability and a Player can certainly restrict his own ship building and infrastructure expenses. Hard coding restrictive options that the Player can, for the most part already implement by choice does not strike me as being the best use of finite programming time. The intention is that all the nations included in the game should be playable and have a shot at victory. RtW is not intended to be a political or financial naval simulator reflecting the real geopolitical or economic conditions in the early XX Century. It should however, reflect the requirements and responsibilities of a generic Great Power naval ministry during this period with the Player as Naval Minister. The potential technological development timeline is historical but the political and economic aspects are not although each playable country has unique characteristics.
Historically, no individual in anybody's navy ministry or department had the scope of responsibility for naval affairs that the Player will have in RtW and this is intentional. There are political events driven by the system of government that you are operating in that do have a significant effect game play at the strategic and economic levels although to a lesser extent on how research proceeds but you are a combination of cabinet member/Chief of Operations/Commander in Chief/Director of Naval Intelligence and Chief Constructor while having far more say in how your navy runs than any historical political or naval leader. However there are situations, decisions and events that may be imposed on the Player and this coupled with the fact that any combinations of alliances or potential war opponents can exist should enhance replayability.
Thanks.
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