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TuftyFoil

2019 Terrian Enhancements

10 posts in this topic

In the 2019 Development Roadmap I would like the Terrian Enhancements to include the addition of coastal cities.

The naval battles in wwii online are few and far between. If we added to the game's naval capabilities I think we would attract several new and dedicated players to our community.

Ideas for cities would include (for the Axis) Rotterdam, Den Hauge (just adding a naval port), and Amsterdam. London, Hull, and Southhampton (for the allies).

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I hope we see some Dutch and Belgian troops with these map updates for 1.36, I'd like to see national garrison forces in their respective countries for a 1940 map start. Would have made more sense than Italians (unless we are headed to North Africa). Good to see regardless.  

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1) Design a naval game that mirrors the RDP game - something technical and specialised - and then develop it as a sub-game to sit alongside the ground war, with its own XP rewards etc, revolving around escorting or intercepting supply merchant ships

2) Advertise

3) Profit 

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9 hours ago, Silky said:

1) Design a naval game that mirrors the RDP game - something technical and specialised - and then develop it as a sub-game to sit alongside the ground war, with its own XP rewards etc, revolving around escorting or intercepting supply merchant ships (coastal convoys, Brits --> coal from River Tyne to London, behind the coastal mine belt; Germans --> iron ore from Narvik to the Baltic; add the coastal-convoy-defense airfields with ready-response fighters/bombers, plus recon flights; need dark night with surface not visible from the air; need weather...realistic percentages of rain and fog)

1a) Need new modular ship models with individual-module damage state, so that wrecking the bridge or a gun position doesn't contribute to sinking but may contribute to spreading fire and has other functional effects. Build and code the models with four state damage, to provide eventually for retrofit of damage control for fires and flooding.

1b) Need polycrewing, with Captain as helm only, and main guns engaging a Captain-designated target.

1c) Need player-guided semi-AI AA, so that all AA guns that can bear on the same target as the human AA player is engaging, also engage that target; but all AI fire is close-miss until the human player gets a hit.

1d) Need at least 10 km main gun engagement distance across water, and realistic predictive main gun sighting with ~ 100% chance of hits in second and later salvoes against a stopped or straight-moving target.

1e) Need nationally-specific and tierwise-changing armament of all vessels, even if modeled on the same hull/superstructure.

2) Advertise

3) Profit 

Suggestions in yellow.

Edited by jwilly
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On 13.8.2018 at 8:06 AM, Silky said:

1) Design a naval game that mirrors the RDP game - something technical and specialised - and then develop it as a sub-game

I am wondering again and again how players think convoy warfare should be modelled in a game that has no safe/reload nor time acceleration.

So you drive a U-boat for 6-18 hours to reach the next important harbor, wait for something to show up for ... let's say a day. And of course you are ready for it when it happens?

How is this supposed to work?

 

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38 minutes ago, vanapo said:

I am wondering again and again how players think convoy warfare should be modelled in a game that has no safe/reload nor time acceleration.

So you drive a U-boat for 6-18 hours to reach the next important harbor, wait for something to show up for ... let's say a day. And of course you are ready for it when it happens?

How is this supposed to work?

 

So if it were up to me, my approach would be not to model the game around the real time tasks and tweak or simulate that, I'd model the game events around what time players might think is reasonable, ie market research. If market research indicates that players liable to be sucked in and subscribe to a naval sim play eg 4 hour missions, you model the missions on what the real game can cater for 3-5 hours, which might equate to a transport distance of about 60 miles, which equates to the width of the Channel at the edge of the populated map we have today. So you could say doing the basic transport might take 3 hours, similarly Den Haag to Weskcapelle. Enemy activity to intercept these convoys would have to owrk off a mobile spawn system that would deliver action on average within that same 3-5 hour window

 There'd need to be an element of selection and planning (and enemy knowledge) of the convoys for this to work but I think as a niche, technical element, this would be a fantastic addition to the game. This would echo my preference for the Air War, which I believe would work much better if there were a select target (eg "4 HOUR  BOMB TARGET PORTSMOUTH/KOLN") that is known to all sides that delivers maximum effects, and acts the same as AOs do in the current game.

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1 hour ago, vanapo said:

I am wondering again and again how players think convoy warfare should be modelled in a game that has no safe/reload nor time acceleration.

So you drive a U-boat for 6-18 hours to reach the next important harbor, wait for something to show up for ... let's say a day. And of course you are ready for it when it happens?

How is this supposed to work?

 

It wouldn't, obviously.

Plus essentially all of the coastal water-terrain that was heavily used for strategically critical WWII shipping (coal for the Brits, iron ore for the Germans) is unsuitable for submarine operations due to shallowness in many locales, and due to being narrowly bounded by mine belts specifically intended to keep subs away.

Building a submarine game where the most common outcomes for the sub are colliding with underwater terrain and sinking, or hitting a mine and sinking, or being sunk by coastal patrols...I don't think that's what the advocates envision as fun gameplay. What they want is to be the sub commander, and successfully sink convoy ships. That however is the kind of fighting that happened in the North Atlantic, not within plausible travel distance of Europe using existing game systems.

That kind of torpedo warfare...submarines vs. convoys...would be a wholly different game, with no direct mechanics connecting it to WWIIOL. I suppose CRS could build such a separate game, but I don't envision them having the resources to do so any time soon. If/when the resources are available, my understanding is that Xoom wants to put them toward Version 2.0 of the existing game, with a new game engine.

The torpedo warfare that should be of interest to this game, at least in the water-terrain currently modeled and envisioned to be modeled, is from motor torpedo boats and torpedo bombers. Those sorts of naval operations occurred in great quantity right off the currently modeled coasts, all the way through the currently modeled WWII time period...and if we wanted to model the transit time to action, they'd be considerably more feasible than for submarines.

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34 minutes ago, Silky said:

 There'd need to be an element of selection and planning (and enemy knowledge) of the convoys for this to work but I think as a niche, technical element, this would be a fantastic addition to the game. This would echo my preference for the Air War, which I believe would work much better if there were a select target (eg "4 HOUR  BOMB TARGET PORTSMOUTH/KOLN") that is known to all sides that delivers maximum effects, and acts the same as AOs do in the current game.

Sounds reasonable to me. There has to be a lot added to the game for the naval game to work that way though. Like AI driven merchant convoys.

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