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Post by bobsenjr on Feb 27, 2021 12:33:03 GMT -6
I'd love to hear if you are going to include nuclear propulsion and nuclear weaponry. Obviously outright nuclear exchanges are a bit above the navy's role, but nuclear torpedoes not uncommon in the cold war era. And what are the consequences of a nuclear carrier exploding? It'd be quite grey if the games time is extended deep into the cold war but then nuclear issues are omitted or removed for the sake of convenience. It'd be like removing planes because they ruin surface engagements.
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Post by oldpop2000 on Feb 27, 2021 14:29:35 GMT -6
I'd love to hear if you are going to include nuclear propulsion and nuclear weaponry. Obviously outright nuclear exchanges are a bit above the navy's role, but nuclear torpedoes not uncommon in the cold war era. And what are the consequences of a nuclear carrier exploding? It'd be quite grey if the games time is extended deep into the cold war but then nuclear issues are omitted or removed for the sake of convenience. It'd be like removing planes because they ruin surface engagements. It really depends on where the bomb explodes and the type. An underwater explosion generally will create a hydrostatic wave and possible snap the keel, but an air burst will severely damage the superstructure and the deck. Hydrogen bombs are far more powerful so the crew would not survive but the ship probably would. Possibly a 250,000 ton TNT equivalent exploding about 5000 to 8000 feet above the ship, will destroy all the electronics for certain. All the ammo, missiles, fuel and equipment along with weapons would explode due to temperatures of 100000 F. It would just be a derelict hunk of steel.
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Post by janxol on Feb 27, 2021 14:33:56 GMT -6
The devs stated that nuclear weapons will not be added. Nuclear propulsion might be considered.
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Post by bobsenjr on Feb 27, 2021 14:42:47 GMT -6
The devs stated that nuclear weapons will not be added. Nuclear propulsion might be considered. Where have they stated this?
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Post by janxol on Feb 27, 2021 15:16:02 GMT -6
The devs stated that nuclear weapons will not be added. Nuclear propulsion might be considered. Where have they stated this? Most recently, HERE.
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Post by Adseria on Feb 27, 2021 18:48:11 GMT -6
- A clearer display on the damage received by a ship, both allied and enemy (when it is possible to know it). Currently, it needs a lot of clicking to know what happens to a ship and what the effect is. It should be in a very quick display. I'd like to second this. Here's a suggestion: Keep the existing ships log, but expand the window it appears in. Have the existing log to one side, and, opposite it, have a new section listing all of the ships systems (guns, torpedoes, fire control stations, bridge, propulsion and so on) and their current status. Also (or alternatively), add an option to filter the log, so that we can focus on, for example, seeing the current status of the flooding and efforts to bring it under control, or seeing all hits on the ship above 10" calibre.
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Post by andrzej597 on Feb 27, 2021 19:19:26 GMT -6
The good thing to add in the Cold War era would be adding CIWS guns - automated AA turrets capable of shooting down ASMs and guided bombs. It would be great to see them both implemented as adding an ability to add them either as standalone sentry turrets (like Phalanx CIWS) or pairing medium AA guns with special radar/electro-optical directors (like Bofors 40/70 gun). Also a nice thing would be an ability to build specialised assault ships like LSTs and helicopter carriers, to facilitate landing in invasion battles.
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Post by seawolf on Feb 27, 2021 20:55:03 GMT -6
The good thing to add in the Cold War era would be adding CIWS guns - automated AA turrets capable of shooting down ASMs and guided bombs. It would be great to see them both implemented as adding an ability to add them either as standalone sentry turrets (like Phalanx CIWS) or pairing medium AA guns with special radar/electro-optical directors (like Bofors 40/70 gun). Also a nice thing would be an ability to build specialised assault ships like LSTs and helicopter carriers, to facilitate landing in invasion battles. Earliest CIWS are 1980, so a bit out of the timespan of the expansion More likely, we're going to see anti missile SAM systems and more advanced countermeasures, as well as more advanced HAA, especially autoloading 3-6" guns
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Post by princeire on Feb 27, 2021 23:09:46 GMT -6
Extending the time earlier so that predreads matter more certainly sounds interesting. Can't say I have any excitement for extending the timeline the other way though, since late game warfare is already completely uninteresting to me. I simply don't like aircraft, carriers, etc. and would honestly prefer a way to just turn them off. I can't imagine missiles will be any more interesting to me.
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Post by howdyrocket on Feb 28, 2021 3:00:36 GMT -6
Been a fan of RTW and RTW2 for awhile, and I'm also interested in "modern" naval stuff, so I thought I'd drop my thoughts.
1. Will it be possible/included that the end date is made even later in the DLC? Something more like 1980 or 1990, even if tech isnt expanded to fill that? 2. I'm hoping missiles and countermeasures are given a lot of depth. Perhaps make missile systems something the player has a hand in designing, like you do aircraft in the game. 3. Will radar be better modelled, and will aircraft radar/stealth be a feature? 4. Lastly, but definitely not least, I would also love to see AI wars. That would be the single best addition to the game, in my opinion.
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Post by bobsenjr on Feb 28, 2021 9:37:29 GMT -6
Where have they stated this? Most recently, HERE. Thank you!
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Post by andrzej597 on Feb 28, 2021 11:58:39 GMT -6
The good thing to add in the Cold War era would be adding CIWS guns - automated AA turrets capable of shooting down ASMs and guided bombs. It would be great to see them both implemented as adding an ability to add them either as standalone sentry turrets (like Phalanx CIWS) or pairing medium AA guns with special radar/electro-optical directors (like Bofors 40/70 gun). Also a nice thing would be an ability to build specialised assault ships like LSTs and helicopter carriers, to facilitate landing in invasion battles. Earliest CIWS are 1980, so a bit out of the timespan of the expansion More likely, we're going to see anti missile SAM systems and more advanced countermeasures, as well as more advanced HAA, especially autoloading 3-6" guns Well, then it would be good to expand the upper limit of the DLC till 1980 or 1985 - before the mass introduction of VLS missile launchers. A very nice thing would be introducing more options of aircraft usage - for example, introducing an "interceptor veil" type of task for fighters to establish a barrier patrol in a player-determined zone to attack incoming enemy aircraft and missiles before they enter CAP zone. Also there is a problem with aircraft in late-game - during airstrikes aircraft suffer thremendous losses from SAM, even if all electronic warfare upgrades are researched. That can be solved with adding an option to order a sea-skimming attack - during which, for example, attacking aircraft is limited only to skip bombing runs and strafing, trading that for much reduced SAM hit probability.
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Post by vonfriedman on Mar 1, 2021 2:57:26 GMT -6
- Very excited about 1890. Less so about the other end of the spectrum as I don't finish my game. - Starts before 1890 could make Spain as a viable nation to take .
In a 1891 issue of Rivista Marittima, the rules for a naval wargame are given, which give an idea of the additional features that would be necessary in order to recreate naval warfare in an era without radio communications and with a horrendous rate of mechanical failures. A number of small ships ("avisos" or scouts) are requested mostly to convey orders or dispatches between warships at sea or from ship to shore by visual signaling. Semaphore towers along the coastline are also requested for this purpose. As for the ships, some meeting points must be established in advance for this purpose. Torpedo boats have a very limited range. For this reason they are often towed. Merchant ships designed to carry coal (colliers) are an important element of the game, not only for coaling purposes but also for towing other ships. Towing was considered a common and fairly frequent need due to the high rate of mechanical failures. The maximum firing range of the big guns of a battleship such as Duilio was 2500 meters and her large caliber (muzzle-loading) 18" guns could shoot once every 15 minutes. Ramming was still considered a valid tactic, although torpedoes posed already a serious danger.
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Post by warspite1995 on Mar 1, 2021 3:46:55 GMT -6
I am SO hyped!
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Post by flemingc on Mar 1, 2021 12:19:01 GMT -6
As it currently stands there is no real incentive to build carriers that differ from the Essex model: 90-100 aircraft on 30-35,000 tons and 30kt with as much AA as will fit. You don't bother with anything beyond a conversion or two in the early 20s and then immediatly start producing CVs with no decernable difference other than weight savings and AA suits. There is no real feel of evolution in CV size and design, an old ship can carry new aircraft just as well as a brand new one with no discernible penalties.
Aircraft don't really grow in size and handelling requirements over time; larger carriers with similar air groups don't offer faster turnaround times on strikes (it may exist but its certainly not communicated to the player); and beyond 90-100 aircraft additional size is wasted. The prevelance of AP large bombs makes armoured hangers worthless. Sure you can add armour, speed and AA to a carrier but that doesn't really reflect real world incentives to build bigger carriers.
So I'm curious how the DLC will change the handling of CVs and incentivise evolution in carrier design whilst upgrading old carriers to handle new aircraft?
Also what will change to reflect the massive impact jets had on carrier design? A Forrestal or a rebuilt Essex is very different to earlier carriers beyond angled flight decks and deck edge lifts.
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