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Post by williammiller on Feb 20, 2021 13:43:19 GMT -6
IRONCLADS TO MISSILE CRUISERS
In order to do full justice to jet operations and missiles we are in the process of developing an expansion to RTW2 tentatively called "Ironclads to Missile Cruisers". The expansion is currently planned to include the following features:* 1890 start date. * More detailed treatment of jet aircraft and the resulting modifications to carriers. * Better simulation of missiles (ASM and SSM). * Night air operations. * Persistent ship histories. * Refurbishing submarine operations and introducing long range submarines.
* Technology and game-play is setup so play through 1970 is fully supported.
While we are looking at other features for potential inclusion, the above list is what we will include at the minimum. Any additional features will be announced as we progress.Right now we are on internal testing of Beta #25 for the Expansion, which mainly deals with SAM and ASM issues, electronic warfare technology, and also a change for post-WW2 destroyers; we still have a good way to go, but I will do my best to keep you updated on how things are going as we progress.
Feel free to discuss the Expansion in this thread, but note that at this time we cannot officially comment on any additional features that may or may not be included, as this is a work-in-progress and we wish to be 100% certain that what we announce will be included.
Thanks for your patience!
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Deleted
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Post by Deleted on Feb 20, 2021 13:54:26 GMT -6
Excuse me, but as a non-native english speaker, I have really no idea what "persistent ship histories" should mean. Does it mean that the player would be able to track the accomplishments of certain ships (like what battle they took part in and which enemy ships they sunk)? Or can we save the design and use it in other campaign? Or is it something totaly different? Note that I do not demand any detailed informations, Im just completely lost when it comes to the meaning of that single point. It would also be nice if we could see some leftovers from the past (like turret ships, and ships with crazy big {but crappy} cannons) in the 1890. PS: that green font in combination with dark background is almost invisible
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Post by williammiller on Feb 20, 2021 14:36:58 GMT -6
Excuse me, but as a non-native english speaker, I have really no idea what "persistent ship histories" should mean. Does it mean that the player would be able to track the accomplishments of certain ships (like what battle they took part in and which enemy ships they sunk)? Or can we save the design and use it in other campaign? Or is it something totaly different? Note that I do not demand any detailed informations, Im just completely lost when it comes to the meaning of that single point. It would also be nice if we could see some leftovers from the past (like turret ships, and ships with crazy big {but crappy} cannons) in the 1890. PS: that green font in combination with dark background is almost invisible Persistent ship histories stores/records a detailed history of the life of each ship; i.e.when it was launched, where it traveled/transferred to & when, when it was refitted, what battles it fought in and its performance, when it was lost, etc...etc...
We believe this will prove especially useful to those who like to write-up AARs of their campaigns.
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w2c
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Post by w2c on Feb 20, 2021 15:57:50 GMT -6
I'm optimistic about a fair bit here. The persistent ship history will be a nice addition but I really like the idea of an 1890 start date. Especially once seawolf inevitably puts out his historical ship mods to go along with it. It'll be fun to have more time in the pre-dreadnaught era without necessarily having to edit tech speed to do it and 1890 feels a reasonable place to start from. Night air operations seems like a positive too!
My curiosity stems to what you mean with refurbishing submarine operations. I'm hopeful that means a more dynamic system for building and using submarines but it's unclear.
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Post by Nicholas on Feb 20, 2021 16:21:34 GMT -6
I'm wondering if this expansion will be free or not, but I think the 1890 start date alone is worth it. Without editing tech speeds, all pre-dreadnoughts are going to be obsolete by 1905 at the earliest. Starting in 1890 will mean that the pre-dreadnoughts will have the spotlight for 15 years, so more thought is going to be placed on their design and development. What I'm wondering is how they're going to treated in this expansion. Will each nations' docks be reduced in size to prevent nations from being able to construct 20,000 ton pre-dreads in 1901, or are pre-dreads going to be hit with a proviso limiting their displacements and if so will it be an absolute limit or one that will be lifted/modified given time and advancements in technology?
I'm also interested in the persistent ship histories. I've once had a cruiser qualify for being converted into a museum ship, but couldn't for the live of me remember which war it fought in or what it fought against. A pity really. So having ships' launches, refits and battles recorded would be a massive boon.
As for submarines, I don't spend a lot of time on them, if I even bother with them, but the long range subs interest me. Will it be that medium range subs will be limited to areas that the player has possessions while long range subs can operate anywhere in the world? If so, would that mean players can move subs as if they were surface ships? That might actually get me invested in constructing them if I could move them around the map.
I am looking forward to how this expansion progresses.
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Post by seawolf on Feb 20, 2021 16:31:54 GMT -6
Excuse me, but as a non-native english speaker, I have really no idea what "persistent ship histories" should mean. Does it mean that the player would be able to track the accomplishments of certain ships (like what battle they took part in and which enemy ships they sunk)? Or can we save the design and use it in other campaign? Or is it something totaly different? Note that I do not demand any detailed informations, Im just completely lost when it comes to the meaning of that single point. It would also be nice if we could see some leftovers from the past (like turret ships, and ships with crazy big {but crappy} cannons) in the 1890. PS: that green font in combination with dark background is almost invisible Persistent ship histories stores/records a detailed history of the life of each ship; i.e.when it was launched, where it traveled/transferred to & when, when it was refitted, what battles it fought in and its performance, when it was lost, etc...etc...
We believe this will prove especially useful to those who like to write-up AARs of their campaigns.
Will this be a similar system to SAI? Really enjoyed that ship history system.
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w2c
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Post by w2c on Feb 20, 2021 16:33:50 GMT -6
I think the fact they call it an expansion rather than a patch or overhaul indicates it won't be free but I'm personally of the opinion where that's a good thing. There are many that disagree with me, and while I recognize that there are developers that exploit the model, I see the longevity of depth of these games that provide continual additions and I recognize that it's only the cash injections these new additions bring in that enables them to continue putting more work and adding new features in the first place. I'd rather pay to see a good game worked on to become even better than to just settle with what I'm left with once the money dries up. The question in my mind is what price target they'll be aiming at for it.
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Post by primeflux on Feb 20, 2021 16:36:14 GMT -6
How about some kind of task force editor? Please let me better chose my fleet composition, which ships deploys together and which goes into the same division together.
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Post by noshurviverse on Feb 20, 2021 16:39:02 GMT -6
Persistent ship histories stores/records a detailed history of the life of each ship; i.e.when it was launched, where it traveled/transferred to & when, when it was refitted, what battles it fought in and its performance, when it was lost, etc...etc...
We believe this will prove especially useful to those who like to write-up AARs of their campaigns.
Well then, I had actually raised to a programmer friend of mine if it would be possible make a program to take the raw data in the ship files and generate a Wikipedia-style article on it, but it looks like you're ahead of us on that one!
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Post by tortugapower on Feb 20, 2021 19:24:14 GMT -6
Very interesting. Honestly, the 1890 start might be the most exciting thing about this to me.
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cteb
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Post by cteb on Feb 20, 2021 19:52:30 GMT -6
This is wonderful news, the 1890s start is of particular interest to me but the other features sound fantastic too.
I would hope to see an expansion of the refit system as well, at current a lot of historic refits are not possible. Connected to reifts also, some more detail on shipbuilding capacity systems (slipways/shipyards, manufacturers, export sales ect.) would also be highly welcome.
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Post by jwsmith26 on Feb 20, 2021 21:55:57 GMT -6
I'm optimistic about a fair bit here. The persistent ship history will be a nice addition but I really like the idea of an 1890 start date. Especially once seawolf inevitably puts out his historical ship mods to go along with it. It'll be fun to have more time in the pre-dreadnaught era without necessarily having to edit tech speed to do it and 1890 feels a reasonable place to start from. Night air operations seems like a positive too! My curiosity stems to what you mean with refurbishing submarine operations. I'm hopeful that means a more dynamic system for building and using submarines but it's unclear. In addition to the new submarine type, the submarine system has been modestly expanded to allow movement of subs, with penalties based on distance from base and type of submarine. I will admit that I seldom used or even bothered to build submarines in RTW2, but the ability to move them and concentrate them in critical areas or move them out of areas where they are being excessively lost has transformed the system for me. In many ways its the same system but now it's a lot more fun to engage with. The ASW system has also been expanded in some respects, making the interplay of submarine versus escorts more interesting.
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w2c
Full Member
Posts: 178
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Post by w2c on Feb 20, 2021 22:27:40 GMT -6
I'm optimistic about a fair bit here. The persistent ship history will be a nice addition but I really like the idea of an 1890 start date. Especially once seawolf inevitably puts out his historical ship mods to go along with it. It'll be fun to have more time in the pre-dreadnaught era without necessarily having to edit tech speed to do it and 1890 feels a reasonable place to start from. Night air operations seems like a positive too! My curiosity stems to what you mean with refurbishing submarine operations. I'm hopeful that means a more dynamic system for building and using submarines but it's unclear. In addition to the new submarine type, the submarine system has been modestly expanded to allow movement of subs, with penalties based on distance from base and type of submarine. I will admit that I seldom used or even bothered to build submarines in RTW2, but the ability to move them and concentrate them in critical areas or move them out of areas where they are being excessively lost has transformed the system for me. In many ways its the same system but now it's a lot more fun to engage with. The ASW system has also been expanded in some respects, making the interplay of submarine versus escorts more interesting. While I'm a little disappointed there won't be more customization options to subs I do like hearing we'll at least have more operational control. It still begs more questions though. You say there are penalties based on distance from the base and the most obvious answer is how many sea theaters removed from their basing locations, though wouldn't a country like the UK with bases in all but like 2 sea zones then be able to effectively use them anywhere? Or perhaps it's all dependent on your home region? The hopeful side of me wants to interpret your answer as there either being more sea zones so it's not just a matter of throwing all of them into the European sea zone or else you're able to somehow control where within those sea zones they should operate, but I feel those are unrealistic hopes. Any clarification would be nice! I'll also say I rarely used subs for a multitude of reasons, but the biggest one being the AI's inability to respond to being overwhelmed by them and it basically amounted to clicking an easy button that ensured the AI would be forced to capitulate no matter the state of the naval battles before long. You mention the ASW system is being expanded in ways so perhaps that'll be less of an issue and with us having some flexibility on where we move them might make it an area I can play with again. Fingers crossed!
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Post by janxol on Feb 21, 2021 2:38:21 GMT -6
What catches my attention isn't even part of the main points:
"Beta #25 for the Expansion, which mainly deals with SAM and ASM issues, electronic warfare technology, and also a change for post-WW2 destroyers
Electronic warfare is certainly intriguing.
As well as destroyer changes, which in combination with the missile cruisers mentioned in the title make me wodner if the end-date will also get extended.
And Beta #25 which makes me curious about planned release date. I can understand it too early to give one, but would you care to elaborate in a loose and compeltely non-binding manner whether we should expect a time period of several months, half a year, a year?
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Post by fleet5 on Feb 21, 2021 7:50:46 GMT -6
How about more control in regards to what is actually sent to battles. Often what you get doesn't make sense. Maybe have surprise battles as a different thing. Since subs are getting an upgrade, how about updating ASW as well?
Otherwise, very exciting news. Especially the new start date.
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