Will Fleet Auxiliaries be included in NWAC? By this I mean tankers, supply ships, repair ships etc... the sort of ships operated by the British RFA and the American MSC.
Some supply units, but we'll not actually have repair/resupply at sea, so those we have are going to be, essentially, targets to attack and defend.
Thirdly, the scale and place. Your map is the same map you see in an atlas. You wage war over the entire North Atlantic region.
First, there is the size of the darned thing. That is, the planet we are living on, a significant chunk of which is going to be your play area in Naval War. The playable area is 35 million square kilometres.
Molon Labe,
Remember this is a real time strategy game. In the time scope of a mission, surface or subsurface units can't be expected to run out of range.
Why not a variable compression factor? Or, for that matter, the ability to save and pick it back up at a later time? I know at this moment the gameplay is envisioned on a tactical scale, so an MP match would be one battle, at a predetermined place, at a predetermined time, decided on by your scenario designers. These canned scenarios will be fun to play a few times, but they'll get old. But if you add variable time compression and save/load functionality, NWAC would be capable of letting players play one related battle after another, times and places to be determined by player choices. That will play differently every time and will never get old--even if replenishment isn't modeled.Yes, there is time compression, which will be important for all sorts of missions. For competitive multiplayer, a game has to be played on a predetermined compression factor, which limits a bit what kind of competitive games you can have (unless you are prepared to play for days!).
That's maybe a thought. We'll have to playtest this.You could have it defcon style: slowest requested speed.