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Post by cv10 on Dec 19, 2021 11:36:31 GMT -6
The old store is closed because Mr. Dean, who owned the store, passed away.
There will be a new store opening in early January.
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Post by cv10 on Nov 6, 2021 9:54:21 GMT -6
I would be willing to pay as well!
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Post by cv10 on Oct 23, 2021 16:34:17 GMT -6
garrisonchisholm I would love to know how many First Sea Lords, First Lords, and Prime Ministers have been forced to leave office over the course of your war with Britain due to how disastrous the war has been for the Royal Navy.
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Post by cv10 on Oct 21, 2021 16:32:05 GMT -6
The beta of the dlc is currently not open. The NWS Dev team is still working on it in terms of implementing new features and testing them. It is a fairly small Dev team, so it takes time.
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Post by cv10 on Oct 10, 2021 0:48:52 GMT -6
1. The Chinese could go with a blue-water navy or a coastal navy, depending on circumstances. If finances were more pressed, a coastal navy and a restrained foreign policy might answer. However, a blue-water navy might exercise more of a deterrent effect and offer a better chance of the fighting being done further away from China proper.
2. That coastal battleship design is interesting. The turrets are a bit lightly armored, but anything that gets hit by one of their broadsides is going to know it's been kissed.
3. I think you should follow virtual history. Jeune Ecole might be helpful, but I do not think that any of the historical coastal defense ship designs would satisfy Germany's security needs. Germany would need some heavy capital ships to support light forces in defending Heligoland Bight and the southern Baltic from enemy incursions.
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Post by cv10 on Oct 6, 2021 22:57:53 GMT -6
This is an interesting idea and I have a few suggestions:
1. The Navy should generally select whichever option lowers tension or, at least, raises it the least. Given that the Navy is a defensive force, I think that it would chart a less bellicose course.
2. Emphasize torpedo boats and destroyers.
3. I would not fully rule out dreadnoughts. Russia and France will have them, and I think you could make a case for a modest squadron of dreadnoughts (provided that they are not too expensive or large in displacement). A small squadron (4-5 at most) would deter the Russians from operating in the southern Baltic. You could restrict yourself to half the number of Russia, and add additional rules (must be kept either in reserve or mothball during peace).
4. Short range and cramped crew quarters for most of your home fleet ships. I would not require the use of low freeboard, or at least I would not require it after a certain date.
5. If you have a submarine fleet, I'd say that it should largely be coastal submarines and operate on a fleet support doctrine.
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Post by cv10 on Aug 26, 2021 13:21:11 GMT -6
Do you have any data on this, or is it just a gut feeling?
Then again, if your goal is to ensure as few people as possible pirate the game and do not actually care about sales, it is fine I guess. Which would actually be a valid goal, it is your game after all. This might not answer your specific point, but William Miller did state that the number of pirated downloads of RTW 1 outnumbered sales by a factor of 2-to-1. Here's the thread: nws-online.proboards.com/post/40247/thread
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Post by cv10 on Aug 26, 2021 13:16:22 GMT -6
It is not, though I might take another stab at it when the DLC comes out.
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Post by cv10 on Aug 3, 2021 19:00:47 GMT -6
I have noticed that AA guns tend to be unlocked in order of caliber size - 3", then 4", then 5". To avoid refitting my ships over and over, I usually standardize on the 4" and go for 14 to 16 on a CA and 20-24 on a capital ship. So far I have resisted the temptation to make a 4" CLAA - combat testing shows it is combat effective at close range but very prone to be shot to pieces at longer ranges. I really like the idea of a 4" or 5" CLAA as a screening vessel for capital ships. I'm really hoping that the DLC's division system includes an ability to set cruiser and destroyer divisions as screens or support to capital ship divisions. Such a feature would enable a good degree of experimentation and optimization of specific roles. Let the big 6" gun CLs handle the coastal raids and independent patrol missions.
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Post by cv10 on Aug 1, 2021 16:31:20 GMT -6
Each side has a specific repair capacity that allows them to repair a certain amount of ships per turn. For instance, if the British have a capacity of 12, they can make repair progress on 12 capital ships and 12 light ships per turn, regardless of where they are.
A ship will be under repair at whatever port it reaches on the end of the operational phase. For example, if HMS Vanguard is badly damaged and ends up heading to Grimsby, it will remain under repair there until fully repaired.
I'm not sure what the hard rules are, but I think that a ship that has been detached due to battle damage usually makes for the nearest friendly port, rather than its home port.
Ships that suffer enough damage can auto-detach if their speed is significantly lower, but you can also order damaged ships to detach yourself.
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Post by cv10 on Jul 30, 2021 23:25:23 GMT -6
Question regarding Campaign divisions. Will the player be able to set divisional roles?
For example, could I set the 12th USN Heavy Cruiser Division to scout for the 3rd USN Battleship Division or set the 4th RN Light Cruiser Division to screen the 8th RN Carrier Division? Or create a CVL division and assign it to support a battleships division?
If not, could this be added to the list? I think this would open up a lot of avenues for players to test ships designed to more niche roles and unique designs.
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Post by cv10 on Jun 7, 2021 8:51:47 GMT -6
I suggest that the the player to be allowed more input into the building of own legacy fleet for the 1920 start. Personally, I like the idea of the 1920 start and being able to get right into the naval aviation era. However, the hit-or-miss nature of the legacy fleet can be rather annoying, and is the main reason that I do not use the 1920 start.
I know that the current rule against a player-built legacy fleet is intended to prevent the player from exploiting the advantage of hindsight, so I'd propose a few potential compromises.
1. The player could get to build their fleet from a selection of pre-generated classes. This would at least give the player some control over the composition of their legacy fleet while still holding to the original intent.
2. The player could be allowed to design their fleet, but only with the use of slightly older technologies. For instance, the United States might start in 1920 with 16-inch guns, but the player would be limited to 14-inch guns in their legacy fleet. In terms of function, the game could use the naval arms treaty system to create a starting 1-month treaty that would expire after the first turn.
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Post by cv10 on Jun 1, 2021 21:47:21 GMT -6
I second this. It would be nice for players to be able to experiment and test different concepts.
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Post by cv10 on May 28, 2021 22:12:19 GMT -6
If you mobilize the fleet, you get the ship back.
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Post by cv10 on May 8, 2021 15:54:54 GMT -6
Game is working as designed: CLs using protected cruiser scheme can have double turrets mounted forward and aft. They can also be armed with 8-inch guns.
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