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HOI4 Dev Diary - New Naval Combat

Hi everyone! Since forums were all down yesterday the diary is coming today instead :) Today we are going to look at core changes to naval combat coming in 1.6 Ironclad. We have already discussed how missions are changed as well as basics of the new spotting system in a previous diary and a future one will be fully dedicated to submarines so I will only cover them a little for how the interact with regular fleet battles today. So lets charge in!

Its best to start by looking at problems in the old system so you can see how we have tried to solve them and iterate. We identified the following:
  • Battles are extremely decisive so tiny mistakes have bad consequences
  • Combats tend to snowballs as everyone and their mother’s fleet pile in
  • A big fleet was always better, together with the above point promoting doomstacking
  • The interface gets very confusing as ships close with each other. Distance overall is very hard to show and balance.
  • It is easy to miss a combat happening while busy elsewhere.
  • Its “simulation nature” made balancing an incredibly hard problem. Resulting in things like the all-battleship fleets performing well.
“Battle-lines”
battle.jpg


To deal with distance and screening issues we have split up the battle in 4 areas per side to represent position and distances.

Screens - Your screen ships go here. Screens are the closest to the enemy and protect the ships behind them (details below).
Battle line - This is where your big guns sit. Heavy cruisers, Battleships etc. Anything with heavy long range guns. These guys also help to protect carriers and convoys behind them.
Carriers - Furthest back are carriers protected by the other two lines. This is also where convoys will be if part of the combat (say during invasion or a convoy raid battle).
Submarines - Under the sea. This area is actually two as we separate located submarines (which can be engaged with depth charges) from unlocated submarines.

By splitting things up in discrete distances unlike the old system we can more easily capture the impact of distance and positioning, and keep it easier to see what is going on at a glance.

The area they are assigned to depends on the weapons they have, which makes things tie in neatly with the ship designer. Rules for combat are now largely depend on how different weapons interact with the areas, so it is important to go over them before we continue. We also show these summarized at the top of the combat screen for quick information and to help you evaluate the combat situation:
stats.jpg

Light Guns - These are smaller caliber guns. The armament on destroyers/light cruisers and secondary armament on heavier ships. Their job is to hit and kill smaller fast moving ships. They generally do not have the armor piercing to lay down serious hurt on capital ships. Light guns attack ships one line over. So screen ships can shoot other screen ships, and when there are no more shoot the enemies capital ships. Capital ships with secondaries can fire from behind the safety of the screens at the enemy screen.

Heavy Guns - These are hard hitting armor piercing guns designed to take out big ships. They have trouble hitting small fast ships, but when they do it is for significant damage. Heavy guns have the range to fire over one of the enemy lines. So they will be hitting the enemy battle line even if it is screened.

Torpedoes - These are the big capital killers. They ignore armor, and have big damage but are terrible at hitting fast/small ships. Torpedoes can hit any line as long as it is not screened properly. So if your screening is down to 50% then half of the enemy torpedoes can be fired at your battle line, and if the battle line is also weak some torpedoes can slip through and hit carriers or convoys.

Anti-air - AA works a bit different. When firing back at enemy planes a ship will also get a part of the fleet’s AA armament to help it, so it’s quite nice to make sure your support ships (or battleships if you focus on carriers) are stacked with as much AA as possible.

Depth Charges - This is the only weapon that can hurt subs, and it only works versus revealed subs.
Carrier Planes - Carriers can carry different kind of planes. Naval and dive bombers help attack other ships and fighters help protect yourself. The whole air model in naval combats is now more in line with the rest of the game and takes place in the airzone as you would expect. So can now be disrupted etc. This fixed a bunch of issues we had with the interaction between land based air and carriers.

sub.jpg


Next to the weapon summaries we also display the side’s positioning value. This is a value simulating how well positioned your task forces are. A low positioning could for example mean that all your screens are scattered in a storm and your capital ships are wide open to attack. Positioning affects screening directly and a low value will directly hurt the fighting abilities of the ships as they wont be in optimal range, have another ship fouling the range etc. A big effect on positioning is the relative sizes of the fleets. So the bigger fleet will have an inherent penalty to its positioning versus a smaller, more easily controlled force. An admiral’s maneuver skill helps with this though. There are also traits like Lone Wolf and the Capital Ship Raiders tech from the Trade Interdiction doctrines that help increase this penalty for the enemy. The idea is to make smaller capital raiding forces more competitive if you tech right and have a trained Admiral in charge.

screening.jpg


Tooltips for ships now give great breakdown on where the damage is coming from so you can see how well (or not) a particular weapon type is doing, there are also totals summarized in the top of the interface.
dmg.jpg



Entering and exiting combat
After the initial battle starts, further task forces can join. When they do they get put in the “Incoming” box, much like before. The time spent there depends on their org levels. The lower the longer they have to wait to join. Org is affected by moving, but also by giving manual orders to fleets (we want you to plan ahead, not react for max efficiency). Whenever ships are called to a combat, they will take an organization hit, which slows down their joining. Similar delays also apply for missions like convoy raiding or escort at suboptimal efficiency so it’s harder to bring all your power to bear at the same time.

On the flip side, if you take out the enemy side before the incoming ships arrive, the battle ends and you can run away (or the sides have to re-spot each other if they still want to fight), the idea is to help subs and other raiders out by allowing fast hit-and-run battles.

run.jpg


As for exiting combat that is both something you can order directly and something that happens when ships take enough damage (remember, you set up aggression levels to control how risky you want your task forces to be). Retreating is a process that takes some time. It is affected by doctrines, traits, weather, terrain, and the speed of the ship. We show it as a progress bar so you can bite your nails as the enemy pride of the fleet slowly gets away. Note that we also now have critical hits which will slow down ships and making it harder to run - a ship with a jammed rudder has a wooping 90% penalty to escaping. Escaping is an important part in keeping battles from being too decisive.

This is also where submarines come in. They follow normal torpedo rules, but also free to circumvent them when it comes to escaping ships. So if you have subs hiding in your battle they can engage the enemy capitals as they start to run (of course this reveals them, depending on doctrine levels, leaving them open to return fire from anti-sub vessels).

See you next week for a look at submarines :)

image.png


Rejected Titles:
- Sinking inside the box for a change
- Bravely retreating in the face of underwhelming odds
- Man, those guns!
- "Stop writing dumb titles and post already podcat!"
 
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Reactions:
Hi everyone! Since forums were all down yesterday the diary is coming today instead :) Today we are going to look at core changes to naval combat coming in 1.6 Ironclad. We have already discussed how missions are changed as well as basics of the new spotting system in a previous diary and a future one will be fully dedicated to submarines so I will only cover them a little for how the interact with regular fleet battles today. So lets charge in!

Its best to start by looking at problems in the old system so you can see how we have tried to solve them and iterate. We identified the following:
  • Battles are extremely decisive so tiny mistakes have bad consequences
  • Combats tend to snowballs as everyone and their mother’s fleet pile in
  • A big fleet was always better, together with the above point promoting doomstacking
  • The interface gets very confusing as ships close with each other. Distance overall is very hard to show and balance.
  • It is easy to miss a combat happening while busy elsewhere.
  • Its “simulation nature” made balancing an incredibly hard problem. Resulting in things like the all-battleship fleets performing well.
“Battle-lines”
View attachment 424816

To deal with distance and screening issues we have split up the battle in 4 areas per side to represent position and distances.

Screens - Your screen ships go here. Screens are the closest to the enemy and protect the ships behind them (details below).
Battle line - This is where your big guns sit. Heavy cruisers, Battleships etc. Anything with heavy long range guns. These guys also help to protect carriers and convoys behind them.
Carriers - Furthest back are carriers protected by the other two lines. This is also where convoys will be if part of the combat (say during invasion or a convoy raid battle).
Submarines - Under the sea. This area is actually two as we separate located submarines (which can be engaged with depth charges) from unlocated submarines.

By splitting things up in discrete distances unlike the old system we can more easily capture the impact of distance and positioning, and keep it easier to see what is going on at a glance.

The area they are assigned to depends on the weapons they have, which makes things tie in neatly with the ship designer. Rules for combat are now largely depend on how different weapons interact with the areas, so it is important to go over them before we continue. We also show these summarized at the top of the combat screen for quick information and to help you evaluate the combat situation:
View attachment 424817
Light Guns - These are smaller caliber guns. The armament on destroyers/light cruisers and secondary armament on heavier ships. Their job is to hit and kill smaller fast moving ships. They generally do not have the armor piercing to lay down serious hurt on capital ships. Light guns attack ships one line over. So screen ships can shoot other screen ships, and when there are no more shoot the enemies capital ships. Capital ships with secondaries can fire from behind the safety of the screens at the enemy screen.

Heavy Guns - These are hard hitting armor piercing guns designed to take out big ships. They have trouble hitting small fast ships, but when they do it is for significant damage. Heavy guns have the range to fire over one of the enemy lines. So they will be hitting the enemy battle line even if it is screened.

Torpedoes - These are the big capital killers. They ignore armor, and have big damage but are terrible at hitting fast/small ships. Torpedoes can hit any line as long as it is not screened properly. So if your screening is down to 50% then half of the enemy torpedoes can be fired at your battle line, and if the battle line is also weak some torpedoes can slip through and hit carriers or convoys.

Anti-air - AA works a bit different. When firing back at enemy planes a ship will also get a part of the fleet’s AA armament to help it, so it’s quite nice to make sure your support ships (or battleships if you focus on carriers) are stacked with as much AA as possible.

Depth Charges - This is the only weapon that can hurt subs, and it only works versus revealed subs.
Carrier Planes - Carriers can carry different kind of planes. Naval and dive bombers help attack other ships and fighters help protect yourself. The whole air model in naval combats is now more in line with the rest of the game and takes place in the airzone as you would expect. So can now be disrupted etc. This fixed a bunch of issues we had with the interaction between land based air and carriers.

View attachment 424818

Next to the weapon summaries we also display the side’s positioning value. This is a value simulating how well positioned your task forces are. A low positioning could for example mean that all your screens are scattered in a storm and your capital ships are wide open to attack. Positioning affects screening directly and a low value will directly hurt the fighting abilities of the ships as they wont be in optimal range, have another ship fouling the range etc. A big effect on positioning is the relative sizes of the fleets. So the bigger fleet will have an inherent penalty to its positioning versus a smaller, more easily controlled force. An admiral’s maneuver skill helps with this though. There are also traits like Lone Wolf and the Capital Ship Raiders tech from the Trade Interdiction doctrines that help increase this penalty for the enemy. The idea is to make smaller capital raiding forces more competitive if you tech right and have a trained Admiral in charge.

View attachment 424819

Tooltips for ships now give great breakdown on where the damage is coming from so you can see how well (or not) a particular weapon type is doing, there are also totals summarized in the top of the interface.
View attachment 424820


Entering and exiting combat
After the initial battle starts, further task forces can join. When they do they get put in the “Incoming” box, much like before. The time spent there depends on their org levels. The lower the longer they have to wait to join. Org is affected by moving, but also by giving manual orders to fleets (we want you to plan ahead, not react for max efficiency). Whenever ships are called to a combat, they will take an organization hit, which slows down their joining. Similar delays also apply for missions like convoy raiding or escort at suboptimal efficiency so it’s harder to bring all your power to bear at the same time.

On the flip side, if you take out the enemy side before the incoming ships arrive, the battle ends and you can run away (or the sides have to re-spot each other if they still want to fight), the idea is to help subs and other raiders out by allowing fast hit-and-run battles.

View attachment 424822

As for exiting combat that is both something you can order directly and something that happens when ships take enough damage (remember, you set up aggression levels to control how risky you want your task forces to be). Retreating is a process that takes some time. It is affected by doctrines, traits, weather, terrain, and the speed of the ship. We show it as a progress bar so you can bite your nails as the enemy pride of the fleet slowly gets away. Note that we also now have critical hits which will slow down ships and making it harder to run - a ship with a jammed rudder has a wooping 90% penalty to escaping. Escaping is an important part in keeping battles from being too decisive.

This is also where submarines come in. They follow normal torpedo rules, but also free to circumvent them when it comes to escaping ships. So if you have subs hiding in your battle they can engage the enemy capitals as they start to run (of course this reveals them, depending on doctrine levels, leaving them open to return fire from anti-sub vessels).

See you next week for a look at submarines :)

View attachment 424825

Rejected Titles:
- Sinking inside the box for a change
- Bravely retreating in the face of underwhelming odds
- Man, those guns!
- "Stop writing dumb titles and post already podcat!"
Very, very nice.
I, for one, am going to miss the almost real-time feel the previous naval combat UI gave, and I can imagine it was a quite hard choice to let that go as well.
But I'm still very much exited for these changes, naval combat was nice to look at, but these changes are a whole new level of engagement.
 
And air attacks are completely random or go for capital ships primarily? (already assuming they disregard screening).
they use various priorities, but prefer capital ships very much. they also prefer more wounded ships
 
I, for one, am going to miss the almost real-time feel the previous naval combat UI gave, and I can imagine it was a quite hard choice to let that go as well.
yes, the movement of the old one did feel nice for a while until it dissolved into a swarm you couldnt decipher anymore. I have some ideas to make this cooler in the future, but I am also aware you guys wanna play this dlc soon ;D so they are gonna need to wait to a patch or some such
 
hehe. its needed to combat doomstacking. you can bait anyway, but pre 1.6 behaviour was a bit silly
True. My comment was meant to be a response to all those who think that losing planning bonus faster if moving manually is a bad thing. You did this for very similar reasons.
 
Looks good!

Just a question relating to fuel and the use of automatic split-off, if still available. Could fuel shortage lead to a fleet losing its screens, but still maybe want to continue the fight? One example springs to mind: The Bismarck sent her destroyer escort home due to fuel considerations, and eventually also the Prinz Eugen. Would something like this still have to be done manually, by having the destroyers in a separate fleet operating closer to home?
 
Looks good!

Just a question relating to fuel and the use of automatic split-off, if still available. Could fuel shortage lead to a fleet losing its screens, but still maybe want to continue the fight? One example springs to mind: The Bismarck sent her destroyer escort home due to fuel considerations, and eventually also the Prinz Eugen. Would something like this still have to be done manually, by having the destroyers in a separate fleet operating closer to home?
I havent actually tested but you should be able to split off the destroyers into a new task force and give it an order to go home.
 
we are still balancing, but yeah they are quite a bit faster. I forgot to mention it, but we instead have the spottign phase now on the map, so you still get a "count down" to the battle as well as alerts to let you know something is about to kick off.

That sounds really great. Looking forward to trying this expansion out!
 
@podcat Did you explain these? Maybe I just missed something... :oops:
upload_2018-12-6_14-13-47.png


Obviously these values can change:
upload_2018-12-6_14-14-19.png


So I guess It's about the efficiency of front battle lines blocking damage from the back lines? Can the yellow shield go up to 100 or is there a cap?
 
Great News........is there also a way to spot fleets with landbased airplanes (sea recon planes) implemented (like you have now airplane launchers as ship components to improve detection)?
Or do I just send out naval Bombers to a seazone and they spot them?

Can I send naval Bombers for different missions like "surface fleet attacking" or "subhunting"? Or is this issue still handled the same way (naval_attack value versus Sub_attack value for airplanes). A lot of Subs were spotted by naval recon planes (Short Sunderland...)

Would be interesting to see how this works for surface fleets and also for submarines (same? different?. Hope we get some news after you present the submarine rework
 
Yeah some info about Airwing to Fleet Interaction would be nice. Do you nearly instantly spot a fleet in a rather small Seazones with thousands of planes in the airzone above it. Do they totaly wreck Carrier Planes? How is a fleet battle handled if one party has 5k Fighters and 1k Nav Bombers in the airzone, or god forbid 5k Fighters with also Kamikaze Mission. We know how AA effects Planes in general, but there is a huge difference between 500 Planes from Carriers and 5000 Planes from Land.

But probably a topix for another Dev Diary in the future.
 
Yeah some info about Airwing to Fleet Interaction would be nice. Do you nearly instantly spot a fleet in a rather small Seazones with thousands of planes in the airzone above it. Do they totaly wreck Carrier Planes? How is a fleet battle handled if one party has 5k Fighters and 1k Nav Bombers in the airzone, or god forbid 5k Fighters with also Kamikaze Mission. We know how AA effects Planes in general, but there is a huge difference between 500 Planes from Carriers and 5000 Planes from Land.

But probably a topix for another Dev Diary in the future.

Oh yes, important thing. Maybe something to prevent sending out 5000 naval bombers to a seazone, because this would be very unrealistic, or at least cap the effectiveness (isn't it already (max X planes per attack) the case? Same for Harbour attack...)

But I think it depends on how the System works and interacts.
 
Looks very nice indeed. I've a question unrelated to this specific DD though, but somewhat related to naval gameplay, namely amphibious invasions. Would it be possible to implement a system whereby a planned date for a naval landing is added? What I mean by that is, some type of notification that if you launch the naval invasion today the landings will commence (if the ships are not intercepted) on, for example, 6 June 1944. Alternatively, a notification that the landings will commence in 3 days if launched now.

Such a notification would make simultaneous naval landings in a number of locations (and/or launched from a variety of ports) quite a bit easier to coordinate (in SP and in MP) and be a nice quality of life addition in my opinion. It'd be perfect if additionally you could 'automate' that coordination if you wanted so that the various prongs of the invasion force would automatically go to sea in a sequence that ensured simultaneous landings (provided that no transports are intercepted).
 
yup exactly. both max out at 100% which is full protection for the line behind it.

Is there going to be some form of guidance on what is needed for 100% coverage prior to combat commencement or weather factors - this will drive most fleet compositions, assuming availability.
As an aside, this effectively bring combat width into naval combats?