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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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upload_2018-12-6_11-46-39.png


Dominican Republic national focus tree confirm
Probable achievement
DominiCAN: as the DR conquer the world
:)
 

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@podcat I was wondering if the time the naval battle takes has also been altered, because I have noticed that it is not uncommon to have a naval battle going on for weeks at a time.

This was already answered earlier in the thread:

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.
 
You can kinda do that with the current settings. put them on do not engage, give them some screens to protect against getting ganked and roll air missions in the zone from the carriers. Stuff will only join engagements if given the mission (or direct order) to do so, and for that it will check its aggression settings for the kind of risks you are willing to take

This raises another question. At the moment, all naval engagements within a single Strategic Region seem to be merged into a single battle. Will that still be the case, or could there be different naval battles (between different Task Forces) in different provinces of the same Strategic Region?

speed greatly affects how easy you are to hit combined with the size of the ship. The new hit formula takes both speed and size (visibility) into consideration

Thank you for clearing that up.
 
And air attacks are completely random or go for capital ships primarily? (already assuming they disregard screening).

From a GUI standpoint, wouldn't it make sense to put some "perspective" into the battle-lines? The 2D nature of strait lines combined with the sub-surface area for subs and aircraft isn't immediately intuitive (it looks like the ships are flying, at the same height as planes). Minor thing but it took half a second to force my brain to disregard the notion (which is a bad thing in GUI design).
Just tilting the lines slightly inward towards a "horizon" would make a lot more sense IMO.

2reqeyd.jpg

Wow, this looks really cool. A small but significant improvement. Hope @podcat and team can take it into consideration.
 
Can naval bombers attack subs with depth charges?
Right now it seems that destroyers are the only counter to subs?
 
I just wanna thanks the team for their great work so far and i really hope youll get good gifts from Nikolaus.

Ive some questions:


1. Whats going on if 3 parties involved in naval battles?

2. What about naval tactics like "Crossing the T" https://en.wikipedia.org/wiki/Crossing_the_T ?

3. Will some Admirals have the ability for "Gefechtskehrtwende" (iam sorry wiki hasnt a english translation) but some old german Admirals should have this ability https://de.wikipedia.org/wiki/Gefechtskehrtwendung

4. What about UK : " Project Habakkuk" against german submarines in north atlantic https://en.wikipedia.org/wiki/Project_Habakkuk

5. Can Admiral be killed (if their ship sinks) or be sick, like usually generals?

Thanks in advance for answering questions
 
4. What about UK : " Project Habakkuk" against german submarines in north atlantic https://en.wikipedia.org/wiki/Project_Habakkuk

5. Can Admiral be killed (if their ship sinks) or be sick, like usually generals?

Thanks in advance for answering questions

Obviously Podcat can speak for himself, but he has mentioned both these points in previous diaries. He's opposed to admirals/generals dying, because he thinks it's not fun to take leaders away from players, after players have spent time developing them.

IIRC he's also said that he'd like to have a Super Weapons DLC in the future, but not yet. So I guess that Project Habakkuk would fit there?
 
can´t wait to start making my test like i did on 1.2 making multiple 5-10 combats in different combinations too see what formations work and what formations should be avoided :p.
 
Depth Charges - This is the only weapon that can hurt subs, and it only works versus revealed subs.
I hope that with this rework aircraft can engage them too, like they did IRL in various ways and they do in the current version. I think it's important that naval aviation plays a decisive role either in full-on guns-up combat or in submarine hunting in the middle of the Atlantic Ocean.
Nonetheless, being a naval warfare geek I'm a "yuge" fan of this DLC.
 
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!"
So if I read this correctly the ideal ratio for a CV fleet is 1 carrier/1 capital ship/8 screens (4 per big ship)? If so destroyers and to a lesser degree heavy cruisers have become more essential: No more hiding behind a handful of light cruisers to bash the enemy with carrier air. I'll have to send my naval staff back to the drawing board. :p

Will ship speeds be a factor since different types will be in their own slot? I would hate to think that an old 21 knot battleship would be nearly as effective in a carrier battle as a 33 knot modern battleship, or more effective than a 33 knot heavy cruiser.

Also I am wondering if research times for smaller ships should be reduced, or if cruiser/destroyer focuses should be moved farther up various focus trees so countries can get those blueprints in time to be useful.

Do convoy transports count in the screening ratios? I am wondering if convoy battles will be strictly screens -vs- subs or if convoys present will affect balance/positioning, though that may be a question for your upcoming subs DD.

I am looking forward to this expansion, thank you and your team for your hard work! :)
 
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Thank you for the update, but are you also doing something to make Multiplayer matches less uplayable? because matches are poorly optimized and because its design does not make players responsable.

There are two problems (beyond the optimization):

1 the community does not communicate efficiently:
The games take way too long to start up, many players rely on external tools like TS and discord, but you could at least improve the in game chat by allowing copying from it, adding some command buttons (not just the command lines such '/create axis') and improving the layout of the chat (example move it to center screen during peace treaty so people can still read and write during negotiation). Improve the lobby layout, it is silly that people have to ask the host of a game to find out if the game is with DLC, it should be clear from lobby together with other details, such which year is the game in (so we can tell rehosts apart) and some info on the players by hovering the mouse in the pregame screen.

2 the community is unresponsible:
they are anonymous and therefore unaccountable, at least give players an IDs so we can take note of spammers and block them automatically in our own games.


Devs should show some love for multiplayer, it seems that it works, when it does, by absolute chance and that no work has been put in it, I know it is not true, but god, focus on that, fix the chaos and the community will heal its toxicity.
 
Wow, finally into the meat of this DLC. Looks interesting, though I have to play it myself to get a real feel for it. The weeks long combat is thankfully done away with.

I know it looks like carrier combat will be different, but it should be the norm that large carrier engagements do not have opposing fleets engaging in gunbattles while the carrier aircraft strike at each other. podcat's reply here:

You can kinda do that with the current settings. put them on do not engage, give them some screens to protect against getting ganked and roll air missions in the zone from the carriers. Stuff will only join engagements if given the mission (or direct order) to do so, and for that it will check its aggression settings for the kind of risks you are willing to take

It shows that carrier combat can occur without fleets engaging each other in gun combat, but it looks like the old way with everyone getting into gun combat will be the normal way for carriers task forces to engage.
 
Shitstrom in 3... 2... 1...

Again the same thing? No, I do not want to play observer game. No, I do not want to be artificially restricted so AI problems are not so glaring.
This is a clear statement that naval plans are just as bad as land ones - virtually useless unless you have massive front to manage or playing Multi.

Could you stop this absurd limiting player's ability to play the game? If I want to sit back I can watch a documentary. If I play the game, a want to play the game.
and-here-we-go.jpg
 
Will the planes teleport to the different lines f.e. to the enemy carriers or will they have to fly over the other ships? And is there a way to keep AA-destroyers back with the capitals or carriers to protect them from air strikes? It would be a pity if beautiful AA-destroyer are destroyed by other destroyers.
 
You can kinda do that with the current settings. put them on do not engage, give them some screens to protect against getting ganked and roll air missions in the zone from the carriers. Stuff will only join engagements if given the mission (or direct order) to do so, and for that it will check its aggression settings for the kind of risks you are willing to take


speed greatly affects how easy you are to hit combined with the size of the ship. The new hit formula takes both speed and size (visibility) into consideration

podcat, it should be the maximum priority that carrier fleets, when in an area with an enemy carrier fleet present, that it is like cowboys dueling - meaning all their focus should be on the opposing carrier fleet and doing everything possible (to doctrine I suppose) to destroy them before they destroy you.

The air missions your carrier fleets roll out should 100% target the enemy carriers, if and when they are spotted, and nothing else until the threat is gone.
 
Again the same thing? No, I do not want to play observer game. No, I do not want to be artificially restricted so AI problems are not so glaring.
This is a clear statement that naval plans are just as bad as land ones - virtually useless unless you have massive front to manage or playing Multi.

Could you stop this absurd limiting player's ability to play the game? If I want to sit back I can watch a documentary. If I play the game, a want to play the game.

The org loss is supposed to represent a commander being indecisive, sending his/her ships at a moments notice to jump in to a battle. Which logically would create confusion and result in disorganization, and did happen on ground and sea. How does that not make sense???

On top of that, if you create a game wide open it leaves it open to exploits. Your complaint is not logical at all...
 
Wow, finally into the meat of this DLC. Looks interesting, though I have to play it myself to get a real feel for it. The weeks long combat is thankfully done away with.

I know it looks like carrier combat will be different, but it should be the norm that large carrier engagements do not have opposing fleets engaging in gunbattles while the carrier aircraft strike at each other.

<snip>

It shows that carrier combat can occur without fleets engaging each other in gun combat, but it looks like the old way with everyone getting into gun combat will be the normal way for carriers task forces to engage.

I am not an expert on the Pacific theatre, but AFAIK all sides expected that there would be gun-battles, but discovered that carriers had struck & gone before the conventional warships could get into position. Is that right?

If so, then carrier vs carrier battles could be modelled in the following way:
- Positioning scales with time from 0% to the maximum value available (85% in Podcat's screenshot), just like Air Wing Mission Efficiency does
- Aircraft striking ships aren't affected by their own fleet's positioning value (because they can just fly to the enemy), but all other ships can only score hits once their fleet's positioning value reaches a minimum level (dependent upon the speed of the ship).

This would mean that there is a period of time at the beginning of every battle when carrier-borne aircraft can strike the enemy's fleet, potentially destroying them (or forcing them to flee) before a single naval gun is fired. But it still allows the defending side to use their fighters, fleet AA and target ship AA to defend themselves. It might be that both sets of aircraft are wiped out and the battleships continue to slug it out.

Also, what would happen if you have two Task Forces on the Strike Force mission: one with carriers and one with battleships. If the carriers are fast enough, would that lead to a carrier vs carrier battle?

Will the planes teleport to the different lines f.e. to the enemy carriers or will they have to fly over the other ships?

Since there is now going to be a fleet AA element to aircraft vs ship combats, then surely that will represent the aircraft flying over other ships? You can't see it, but it's there in the combat calculations.

And is there a way to keep AA-destroyers back with the capitals or carriers to protect them from air strikes? It would be a pity if beautiful AA-destroyer are destroyed by other destroyers.

Good point. But this doesn't seem like a critical weakness in the system; it's something that can be tidied up later.