|
Post by zederfflinger on May 17, 2022 16:49:56 GMT -6
Below is just a sample of the updated ship graphics for RTW3, courtesy of our talented Beta Team member John Smith (jwsmith26 ):<button disabled="" class="c-attachment-insert--linked o-btn--sm">Attachment Deleted</button> 10-15in guns and 26 knots on 32,000 tons? Seems a little over-gunned to me! In all seriousness though, those ship models look great! (But perhaps not a display of good ship design ) I can't wait to see where this game has gotten to by October!
|
|
|
Post by garrisonchisholm on May 17, 2022 17:30:46 GMT -6
So excited for the new game, I can't wait to try it out. I've been playing lots of rtw2 after work. Since it is going to be a new game now is it going to get vertical launch cells or still the existing missile systems? And will Heavy Bombers be a thing for Land sites? I see some references in the existing game but nothing I can use. One thing I am wondering is if coordination of coastal forces(Like MTBs), and land based aircraft is something we'll be able to research towards the very end of the game. Maybe even giving broad(IE go to sector) orders to subs? Submarines are expanded upon and treated more fairly than previously, but they are still a 'support element' for the game. You'll see in my AAR that I can order them but I do not design them. As previously they are equipped with your best technologies at the time of ordering and you can now order them individually to specific sea-zones, and missile subs are of course more effective than 'standard' subs, but you don't decide how to equip them. That would be an entirely new element to add to the game, and at this time I don't see the time for Fredrik to address such a large change. It remains to be seen if I am proven wrong, but I would certainly not suggest that itemized sub design is likely.
|
|
indy
Full Member
Posts: 118
|
Post by indy on May 17, 2022 18:13:31 GMT -6
One thing I am wondering is if coordination of coastal forces(Like MTBs), and land based aircraft is something we'll be able to research towards the very end of the game. Maybe even giving broad(IE go to sector) orders to subs? Submarines are expanded upon and treated more fairly than previously, but they are still a 'support element' for the game. You'll see in my AAR that I can order them but I do not design them. As previously they are equipped with your best technologies at the time of ordering and you can now order them individually to specific sea-zones, and missile subs are of course more effective than 'standard' subs, but you don't decide how to equip them. That would be an entirely new element to add to the game, and at this time I don't see the time for Fredrik to address such a large change. It remains to be seen if I am proven wrong, but I would certainly not suggest that itemized sub design is likely. Wow. That’s, uh, devastating news. I was really looking forward to having multiple submarine types for different roles and how best to equip them. I mean, why would I build nuclear submarines if I’m only in one sea zone? I’d want to build diesel as it would be more cost effective. Refueling and getting spotted when snacking on air should be a thing. Also I’d want to be able to equip them. You’d want a different type of submarine to be a merchant marine wolfpack hunter and a completely different type to either go after enemy warships or stay as an escort submarine for your fleet. I can’t describe in words how saddened I am to hear this news. I was really really hoping for a great submarine mini game and it looks like you’re treating them like a side show. So disappointed.
|
|
|
Post by Adseria on May 17, 2022 19:25:34 GMT -6
Submarines are expanded upon and treated more fairly than previously, but they are still a 'support element' for the game. You'll see in my AAR that I can order them but I do not design them. As previously they are equipped with your best technologies at the time of ordering and you can now order them individually to specific sea-zones, and missile subs are of course more effective than 'standard' subs, but you don't decide how to equip them. That would be an entirely new element to add to the game, and at this time I don't see the time for Fredrik to address such a large change. It remains to be seen if I am proven wrong, but I would certainly not suggest that itemized sub design is likely. Wow. That’s, uh, devastating news. I was really looking forward to having multiple submarine types for different roles and how best to equip them. I mean, why would I build nuclear submarines if I’m only in one sea zone? I’d want to build diesel as it would be more cost effective. Refueling and getting spotted when snacking on air should be a thing. Also I’d want to be able to equip them. You’d want a different type of submarine to be a merchant marine wolfpack hunter and a completely different type to either go after enemy warships or stay as an escort submarine for your fleet. I can’t describe in words how saddened I am to hear this news. I was really really hoping for a great submarine mini game and it looks like you’re treating them like a side show. So disappointed. Hate to break it to you, but the game's called "Rule the Waves," not "Rule the Depths." (NWS? 10% cut, Ok? )
|
|
|
Post by garrisonchisholm on May 17, 2022 19:56:36 GMT -6
Wow. That’s, uh, devastating news. I was really looking forward to having multiple submarine types for different roles and how best to equip them. I mean, why would I build nuclear submarines if I’m only in one sea zone? I’d want to build diesel as it would be more cost effective. Refueling and getting spotted when snacking on air should be a thing. Also I’d want to be able to equip them. You’d want a different type of submarine to be a merchant marine wolfpack hunter and a completely different type to either go after enemy warships or stay as an escort submarine for your fleet. I can’t describe in words how saddened I am to hear this news. I was really really hoping for a great submarine mini game and it looks like you’re treating them like a side show. So disappointed. Hate to break it to you, but the game's called "Rule the Waves," not "Rule the Depths." (NWS? 10% cut, Ok? ) Very kind of you, but I don't quite think I'd be able to cut that red tape.
indy, I regret you're disappointed, but while obviously introducing new techs for the new era I can safely say we never advised that submarines were going to get a ship development treatment. I think the old hands on the forum will back me.
I was doing my best to communicate rather than leave Seawolf's question hanging. - and I'll spare everyone a Spanish Inquisition invocation.
|
|
|
Post by zederfflinger on May 17, 2022 20:35:22 GMT -6
I don't care to have a full, in-depth sub designer, but a simple one could have been nice. However, improving the main aspects of the game is much more important in my mind.
|
|
|
Post by howdyrocket on May 17, 2022 20:35:59 GMT -6
Out of curiosity, does the "expansion" from DLC to full game mean we've seen more content added to the post 1970 era than before? Or just a more thoroughly padded out pre 1970 era?
|
|
|
Post by wlbjork on May 17, 2022 20:58:54 GMT -6
Hate to break it to you, but the game's called "Rule the Waves," not "Rule the Depths." (NWS? 10% cut, Ok? ) Very kind of you, but I don't quite think I'd be able to cut that red tape.
indy , I regret you're disappointed, but while obviously introducing new techs for the new era I can safely say we never advised that submarines were going to get a ship development treatment. I think the old hands on the forum will back me.
I was doing my best to communicate rather than leave Seawolf's question hanging. - and I'll spare everyone a Spanish Inquisition invocation.
I remember the suggestion being made, I remember positive noises from the Devs, but I have to agree that I don't remember anything more than a "good idea" which isn't a "we'll certainly include this". There was promise of a sub overhaul, which I myself interpreted as being a sub designer, but sadly not.
|
|
|
Post by anoniemuis on May 18, 2022 1:05:26 GMT -6
So we get a standalone rtw3. How wil it work for the update / dlc. What is still coming for rtw2?
|
|
|
Post by maxnacemit on May 18, 2022 4:37:03 GMT -6
A new game implies a new engine. Will we get the RoF cap removed, then?
|
|
|
Post by garrisonchisholm on May 18, 2022 7:46:27 GMT -6
Out of curiosity, does the "expansion" from DLC to full game mean we've seen more content added to the post 1970 era than before? Or just a more thoroughly padded out pre 1970 era? This is covered by our upcoming marketing campaign, so as William said some of our previously released expansion catalog will be outdated by our new work, which will all be covered by the slick posters and hand-written flyers.
(...that is a joke.)
|
|
|
Post by garrisonchisholm on May 18, 2022 7:49:14 GMT -6
A new game implies a new engine. Will we get the RoF cap removed, then? RtW2 was much better and more highly appreciated than RTW though it still used the same engine. We are striving for (and to my great joy fully achieved) a similar jump with RtW3.
|
|
|
Post by williammiller on May 18, 2022 7:51:37 GMT -6
Out of curiosity, does the "expansion" from DLC to full game mean we've seen more content added to the post 1970 era than before? Or just a more thoroughly padded out pre 1970 era? Some additional late-game stuff will be looked at, taking advantage of the added work window until October.
|
|
|
Post by skyhawk on May 18, 2022 11:12:31 GMT -6
From major update to full on new game huh? I suppose i'm not really surprised given the amount of additional content you have been put into the former "major update". Not really disappointed either...though i'm iffy on the inclusion on Steam. It makes it far easier to get but then the community potentially falls into the toilet.
In any case i'm happy we have a firm-ish date now. Now I just need to transfer RtW2 to a working computer again so that I can get back into the groove.
|
|
|
Post by garrisonchisholm on May 18, 2022 11:23:49 GMT -6
Well, let's remember "we" are part of our community. If we encourage and maintain high standards, as William always has, then we can maintain our community as a positive, inquiring one. One of my favorite things about this forum, well the RTW forum, is the number of friendly, first hand or well researched answers from people like @oldpops, bcoopactual, or randomizer. We will have a whole new generation discovering ship-engineering in the age of the battleship, we should try to be those people for them. (below is a link to one of my most favorite answers) nws-online.proboards.com/thread/1045/long-range-gunfire-physics-query?page=1
|
|