• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

TheRowan

Second Lieutenant
65 Badges
May 1, 2009
116
0
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Cities: Skylines Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Holy Fury
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines Industries
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • Hearts of Iron IV: No Step Back
  • Victoria 3 Sign Up
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Naval War: Arctic Circle
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
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.

The first statement seems fundamentally incompatible with the latter two. Do you intend to create coastal combattants with the same range as nuclear powered carriers, or do you intend for carrier battle groups to be limited in range by that of their smallest escort? (or for the carrier to leave its escorts behind as they run out of fuel?)
 
Fair enough, I have to admit I can't see how replenishment could be implemented without being either very unrealistic or micromanagement hell!
 
I am curious how time management will be dealt with in the game. If the player wants to go from one side of the atlantic to the other, would he be able to fast forward time, given that it would probably take quite some time to cross it? - I think this idea is used in games like Total War series where the player is able to fast forward battle moments. It would only work in single player however.

I hope this makes sense. :)

Thank you.
 
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!).
 
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.

According to the FAQ, this game is distinguished from other RTSs because of the scale of the game. I see now that the statements about the size and scale of the game were...exaggerated. There is nothing wrong with that scale; it's the same scale as several existing tactical naval games, but NWAC is being represented as something more ambitious (more strategic) in that regard.

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!).
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. ;)
 
Of course we have variable time compression. But if you play competitive multiplayer, it's not feasible to allow both players to change the time compression ratio.

And, sure, we can have scenarios where you sail from New York to London in real time. I just don't think that is going to be the most exciting game mission.
 
You could have it defcon style: slowest requested speed.
That's maybe a thought. We'll have to playtest this.

I also have to clarify the scale thing: Obviously aircraft are way faster and have pretty good range these days. The test scenarios we build now have airports on Iceland, Scotland, Norway and northern Russia, and surface forces in the Norwegian sea and off Iceland. I'd consider that a pretty big scenario!