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Post by zederfflinger on May 20, 2022 23:50:31 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. That has been adjusted, and is something we are looking at again since we have a bit extra time. Being able to decide to some extent what is sent into battles would be a huge addition to the game if you can make it happen!
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Post by rufusshinra on May 21, 2022 0:12:59 GMT -6
Will coastal defense evolve to include ASM after a certain time? Or potentially a option to build ASM batteries? Bah! It's not as if coastal ASM batteries will ever amount to anything or will ever threaten modern warships, right? Right? :-P
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Post by farmcatgr on May 21, 2022 7:13:49 GMT -6
That has been adjusted, and is something we are looking at again since we have a bit extra time. Being able to decide to some extent what is sent into battles would be a huge addition to the game if you can make it happen! I thought that, based on the Expansion Catalogue, the ship divisions mechanic (which sounds brilliant, btw) will give us a lot of control over what is sent into battles.
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Post by benjamin1992perry on May 21, 2022 8:03:29 GMT -6
Is there any plan on during shipyards in areas other than your home area? Would make for some interesting strategy especially if each shipyard had its own tonnage production value.
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Post by garrisonchisholm on May 21, 2022 9:24:35 GMT -6
Is there any plan on during shipyards in areas other than your home area? Would make for some interesting strategy especially if each shipyard had its own tonnage production value. At the moment that isn't on our short-list of things to finish, but it was kicked around a few years ago so I'll say there is a "non-zero" chance (as physicists like to say about tiny tiny things sometimes happening).
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Post by garrisonchisholm on May 21, 2022 9:29:53 GMT -6
Being able to decide to some extent what is sent into battles would be a huge addition to the game if you can make it happen! I thought that, based on the Expansion Catalogue, the ship divisions mechanic (which sounds brilliant, btw) will give us a lot of control over what is sent into battles.
An example of how the division structure is set up, though this does not give the player the ability to determine what ships are present in the order of battle. Undesired divisions may still come along, the best control you have is to remove undesired divisions to other sea zones or place them in reserve. We are planning to update the scenario system eventually, but this is not on our to-do list for October's release.
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Post by wlbjork on May 21, 2022 22:51:18 GMT -6
Will coastal defense evolve to include ASM after a certain time? Or potentially a option to build ASM batteries? Bah! It's not as if coastal ASM batteries will ever amount to anything or will ever threaten modern warships, right? Right? :-P Look, it was a fire on board, then Russian High Command decided to make the Moskva a submarine instead of a surface vessel. Nothing to do with ASMs, honestly!
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Post by demb222 on May 22, 2022 16:02:39 GMT -6
Well, I would love to ask whether there is any possibility of preordering for the steam version ? or even creating a steam page for the game. Or is it outside of reach for now? (I think I heard that there wasn't even a formal announcement outside of this site but I'm not sure about it, that's why I have decided to form those questions).
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Post by williammiller on May 22, 2022 19:54:52 GMT -6
Well, I would love to ask whether there is any possibility of preordering for the steam version ? or even creating a steam page for the game. Or is it outside of reach for now? (I think I heard that there wasn't even a formal announcement outside of this site but I'm not sure about it, that's why I have decided to form those questions). Any such possibilities, if available, would be closer to the October release window. I will post updates on this as things develop further.
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Post by kagami777 on May 24, 2022 13:05:48 GMT -6
So we get a standalone rtw3. How wil it work for the update / dlc. What is still coming for rtw2? It will be a new game. Development for RTW2 is likely over now and it will be focused on RTW3.
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Post by kagami777 on May 24, 2022 13:14:58 GMT -6
Will we get changes to the ship classifications in RtW 3? Increasing the size of destroyers is a step in the right direction, but the current classifications don't take into account: - The fact that something like a Furutaka or Hawkins is by no means a full-blown CA that stands any chance againist 16000-ton, 10''-armed designs - The fact that something like a Kynda wouldn't be able to be a CL(because it's unarmoured) or a DD(because it's above 3500 tons). An intermediate frigate classification would be desirable(because a lot of frigates were built post-1950) - The fact that cruisers in the postwar era perform ASW duties, starting with the Kynda and ending with the Kirovs and Slavas(the latter of which could plausibly be built closer to the end of the game) - The fact that CAs can be of any size, if they have 10'' guns, and, conversely, a very harsh limit on the displacement of Panzerschiffe. Generally you can build your frigates under the KE class, you have to manually equip radars but that's what I do. I also build light DD for certain rolls.
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Post by kagami777 on May 24, 2022 13:19:32 GMT -6
Apologies if its already been asked before but is there any plans to include some sort of ability to invade neutral nations, Norway, Albania, Greece, the Korean peninsular etc. all feel like big juicy targets when playing certain nations. Often feels like an obvious long term goal to capture them, yet there is minimal ability for the player to do so. Well, the Fleet Admiral wouldn't be making the calls to violate a neutrality. The mechanisms for gaining control of a neutral are all present in RTW2;
The classic Colonial Grab Event, with player approval & which may work (if I had to guess?) 40% of the time The Installing a Pro-(player-nation) Regime Event, which always works, and the player gets a Yes/No vote on
The Fascist State Surprise Invasion result when you declare war, which also fires uncommonly (total guess, 25%) but allows you to choose from a set of in-range enemy territories or select neutrals The Blitzkrieg Event, where-upon at the early stages of a war a fascist state's general staff may ask the player if seizing (for instance) Greece would be desirable
I don't think I'm forgetting any, but someone will remind me if I am.
I have had the first happen rarely, and succeed maybe once or twice, more often I am repeatedly beat to, say North Korea by Germany, which I as Japan have completely forced out of the pacific. I have never had happen. I have never had happen. I have never had happen. The issue is that the AI takes many colonies with relative ease while it seems like we rarely ever get any option to, and if we do we are consistently thwarted by other countries, this is especially ridiculous as Japan or China loosing pacific territories to countries on the other side of the continent while they have no holdings in the area.
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Post by maxnacemit on May 24, 2022 13:39:58 GMT -6
Will we get changes to the ship classifications in RtW 3? Increasing the size of destroyers is a step in the right direction, but the current classifications don't take into account: - The fact that something like a Furutaka or Hawkins is by no means a full-blown CA that stands any chance againist 16000-ton, 10''-armed designs - The fact that something like a Kynda wouldn't be able to be a CL(because it's unarmoured) or a DD(because it's above 3500 tons). An intermediate frigate classification would be desirable(because a lot of frigates were built post-1950) - The fact that cruisers in the postwar era perform ASW duties, starting with the Kynda and ending with the Kirovs and Slavas(the latter of which could plausibly be built closer to the end of the game) - The fact that CAs can be of any size, if they have 10'' guns, and, conversely, a very harsh limit on the displacement of Panzerschiffe. Generally you can build your frigates under the KE class, you have to manually equip radars but that's what I do. I also build light DD for certain rolls. KEs don't participate in battles, and when I meant "frigates" I meant something like "a medium ship very heavily armed for its size". A classification like this would also be necessary because CLs need armor(and even 1'' is HEAVY for a ~5kt ship) and DDs are limited in size.
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Post by kagami777 on May 24, 2022 13:48:20 GMT -6
So what? The 'rules' you had were back when the game was RTW2 and this whole thing was going to be a DLC. Not anymore! Now it's a whole new game. So do not skimp out on offering Nuclear propulsion. Your game will have 20 years of gameplay whereby one of the most important and game changing technologies aren't being covered. That's not okay. You cannot make an accurate simulation without it, sadly, sorry to tell you. lol I'm not talking about nuclear weapons. I'm talking only about nuclear power. Huge difference. You open an unneeded door when you start to consider nuclear power. Let's not even say it is submarines, which sink all the time in a major war, let's keep our conversation to very large warships. So you have a carrier with a nuclear reactor. We have a game that strives to model hits as accurately as possible. Hence we would need to consider all the ramifications of hits that give damage to reactor room. At what level is the damage unimportant? At what level would you need to worry about radiation leakage? How would you govern how the crew was injured? Which *portions* of the crew are injured? If the ship blows up, is it near a port? Is that port then unusable? For how long? If I have a carrier task force just off the mouth of Singapore and somehow 4 are sunk, should the economy of that region be affected? Should a major sea-lane being declared off limits due to radiation not damage the world's economy? And these are only the first few things off the top of my head.
Fredrik has limited hours, and he does not have an assistant. Every idea change or tweak we suggest has to be coded by him. Fredrik decided he did not want to open the nuclear door, and we support him.
Hits to the reactor would be worst if they disabled the coolant, then you have either a meltdown or detonation which leads to a meltdown. The detonation would be the worst but both would cripple or even destroy the ship, similar to a turret detonation destroying the Mutsu while the Iowa remained afloat from a similar injury (I know the Mutsu was sabotage while the Iowa was an accident I just grabbed them for simplicity). The radiation onboard would be largely containable with procedures similar to fire and flooding control. You could implement radiation leaks similar to fire, level x-y (generally its 0-4 with 0 being only background while 4 is full radiation equipment required). The best way to simulate radiation injuries to the crew is after the crew got out of the yards they experience a drop in crew quality as radiation poisoning is a long and painful way to die so they would be fine through the battle but afterword's would succumb, as much as a month later. A reactor isn't capable of detonating like a nuclear weapon, it lacks the high instability required, and ocean water acts as a great insulator as well as being something that would help cool down the fissionable material. It would be the equivalent of pouring lava into water. The radiation danger would not be immensely great for a destroyed or sunk ship, the bigger one would be if the reactor remained active, which really shouldn't be possible if the ship is destroyed. water bound radiation isn't a great danger to shipping lanes or the like, the biggest thing would be local fishing would be impacted and beaches might need to be closed for some time, could be an event to harm stability and to reduce available supplies (not sure how that system works but I assume it has some invisible numbers that are tracked). Please don't think I am arguing to force nuclear propulsion, I would like to see it as it means fuel becomes a none issue for large ships and it negates the storage needed for the ships engines which is an immense amount. These are genuine suggestions for ways to implement it based off of my understanding of reactors and radiation and using in game systems. I still have no idea what would happen from hits to a reactor as its madness to intentionally fire guns at a reactor and core to study how radiation would leak out etc.
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Post by kagami777 on May 24, 2022 13:54:04 GMT -6
Actually Fredrik and I have long mused about a sorta "WW2 in Space" type of game, but honestly we have no solid plans for such....well, yet anyway....lol. WOO WOO! I would buy this in a heart beat! it is something I have wanted for so long!
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