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Post by gurudennis on Oct 28, 2021 10:27:49 GMT -6
Ships in Reserve Fleet status are already supposed to be significantly less likely to turn up for engagements than ships in an active status and have a significant crew quality penalty in that their crew quality is reduced to fair very rapidly from any higher level. Is this not your experience, or do you just not have any ships in RF status in wartime? I do, but that wasn't the point. If you replace Reserve with a peacetime doctrine, now you don't need Reserve unless it has a new meaning. I proposed a meaning in the form of wartime reserve that doesn't lose crew quality or cost less, but simply withholds from operations (this latter part it already does today, of course).
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Post by jwsmith26 on Oct 29, 2021 11:26:19 GMT -6
Ships in Reserve Fleet status are already supposed to be significantly less likely to turn up for engagements than ships in an active status and have a significant crew quality penalty in that their crew quality is reduced to fair very rapidly from any higher level. Is this not your experience, or do you just not have any ships in RF status in wartime? I do, but that wasn't the point. If you replace Reserve with a peacetime doctrine, now you don't need Reserve unless it has a new meaning. I proposed a meaning in the form of wartime reserve that doesn't lose crew quality or cost less, but simply withholds from operations (this latter part it already does today, of course). There is a function in the DLC that allows you to retain the current crew quality but withholds the ship from battle. The maintenance cost for such a ship is the same as for a ship in AF status.
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Post by gurudennis on Oct 29, 2021 14:24:59 GMT -6
There is a function in the DLC that allows you to retain the current crew quality but withholds the ship from battle. The maintenance cost for such a ship is the same as for a ship in AF status. Awesome! I think it'll be a good quality-of-life improvement. May I ask if we can expect any changes that make higher crew quality (and peacetime AF in general) more worthwhile?
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Post by jwsmith26 on Oct 30, 2021 9:46:57 GMT -6
There is a function in the DLC that allows you to retain the current crew quality but withholds the ship from battle. The maintenance cost for such a ship is the same as for a ship in AF status. Awesome! I think it'll be a good quality-of-life improvement. May I ask if we can expect any changes that make higher crew quality (and peacetime AF in general) more worthwhile? I'm actually surprised that you imply that high crew quality is not already worthwhile. Crew quality has always been quite important in RTW2, affecting many actions that ships take in battle. Experience in the DLC will be much more multi-layered. Of course, the foundation is still the crew and they still gain significant improvements in their ability to operate their ship when they improve through experience. The DLC will introduce ship officers in command of every ship above destroyer size. A ship commander's abilities and experience have the ability to affect almost every function around operating their ship in, and sometimes, out of combat. Officers gain experience as they command, especially in combat. Above ship commanders sit division commanders, whose particular traits can influence the actions of every ship in their division for good or worse. They too, have a diverse set of special abilities and can improve from experience. Even the division itself has an experience rating that affects every ship in the division and improves as the division operates together in battle or trains as a unit. Finally, the decisions you make in your role as head of the navy and your success or failure as the fleet commander in battle will now directly impact fleet morale, which will influence the operation of every ship in the fleet. Much of the above can be automated, but if you choose to intervene, you will have many more opportunities to have a hand in leveraging the power of experience in the DLC.
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Post by gurudennis on Oct 30, 2021 17:27:07 GMT -6
Crew quality in RTW2 is indeed quite important, but the budgetary savings from Reserve/Mothball status are so substantial that crew experience becomes a secondary concern in comparison. This is probably less so at slow tech speeds, but at 100% you are better off investing more funds in new ships than maintaining good crew status on the old ones.
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Post by jwsmith26 on Oct 30, 2021 18:26:44 GMT -6
Crew quality in RTW2 is indeed quite important, but the budgetary savings from Reserve/Mothball status are so substantial that crew experience becomes a secondary concern in comparison. This is probably less so at slow tech speeds, but at 100% you are better off investing more funds in new ships than maintaining good crew status on the old ones. You are correct in that analysis. Historically, that was also the case for most navies following both world wars. It will probably remain the same in the DLC. That doesn't alter the significant impact that experience can have on battles; it does make high experience a rare commodity early in most wars. In the DLC, experience can impact your ships at many more levels, and very few cost money.
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Post by gurudennis on Oct 31, 2021 2:52:30 GMT -6
I suppose one could argue that while most navies mothballed vast numbers of ships after costly wars, even then they would always leave some part of the main battle line in active service and full readiness. RTW2 doesn't quite create the incentives to do that because the player can't be sure that those are the ships that will engage first in case a war breaks out (and the whole navy is mobilized) - perhaps the upcoming division system will help with that?
Thinking about other incentives, you could, for instance, require that a certain percentage of capital ships should remain on AF in peacetime, but it's kind of heavy-handed. Alternatively, create a prestige bonus for a high level of peacetime readiness: it would imitate the way in which political leadership would often posture in peacetime. Or perhaps have the number of AF ships affect tensions? Just thinking out loud, of course.
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Post by director on Oct 31, 2021 11:28:29 GMT -6
I suppose one could argue that while most navies mothballed vast numbers of ships after costly wars, even then they would always leave some part of the main battle line in active service and full readiness. RTW2 doesn't quite create the incentives to do that because the player can't be sure that those are the ships that will engage first in case a war breaks out (and the whole navy is mobilized) - perhaps the upcoming division system will help with that? Thinking about other incentives, you could, for instance, require that a certain percentage of capital ships should remain on AF in peacetime, but it's kind of heavy-handed. Alternatively, create a prestige bonus for a high level of peacetime readiness: it would imitate the way in which political leadership would often posture in peacetime. Or perhaps have the number of AF ships affect tensions? Just thinking out loud, of course. As time goes on the post-war budgetary penalties become so draconian that keeping any ships out of mothball is a struggle. The Royal Navy post-WW1 and the US Navy post-WW1 and 2 remained quite sizable numbers of active ships; this is not possible in RtW, but should be. I would - with some humor - point out that since 1898 the losing side has usually not had much of a navy to mothball, so 'most navies' should really be 'most victorious navies'.
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Post by nimrod on Nov 1, 2021 9:45:14 GMT -6
Thinking about other incentives, you could, for instance, require that a certain percentage of capital ships should remain on AF in peacetime, but it's kind of heavy-handed. Alternatively, create a prestige bonus for a high level of peacetime readiness: it would imitate the way in which political leadership would often posture in peacetime. Or perhaps have the number of AF ships affect tensions? Just thinking out loud, of course. Good ideas that might be implementable. Prestige bonus with a high chance of raising tensions.
I've always liked the idea of two levels of prestige - personal and international. But I don't think the dev is up to it...
Personal prestige would be fairly close to the existing prestige model and events - in that it is your political clout to resist the demands of government. I would love it to include the ability to act independently of the government and raise tensions (attempt to sabotage an enemy ship, how seriously your statements are taken by your government as well as by foreign powers, etc.)...
International prestige would be the prestige that your nation has in regards to other nations - low prestige would result in raising tensions, while high prestige would bring forth benefits like technology and alliance offers, increased national budgets (more civilian trade - less tariffs or trade restrictions) and early access to oil, other countries placing ship orders in your docks.
International prestige would be gained (or lost) by innovations (first converted or built carrier, first oil fired capital ship, first BB or BC, first nuclear powered ship / sub), limiting the number or role of subs, having enough ships on FS or AF but not too many (control pirates / aid distressed ships and flying the flag while not being an immediate threat), not meddling in the affairs of other nations, expanding your naval bases (new facilities shows imperial greatness, while amassing fuel / ammo / troops would be seen as a threat), etc.
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