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unmerged(293983)

Corporal
1 Badges
Mar 30, 2011
28
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  • Naval War: Arctic Circle
Having read the debate between missile defense under x overpowered, and being myself a hardcore harpoon fan myself and addicted to everything naval I came to a strange situation myself.

I´ve been watching Naval War´s development since its beginning and wasn´t really expecting much of it. But I bought Naval War despite knowing of its simplicity flaws (to a hardcore naval gamer) and discovered that in fact its a very fun and enjoyable game to play while waiting "Command: Modern Naval/Air Ops" currently under development.

I was playing that Baltic encounter mission and had successfully completed it a couple of times, but I came to the conclusion that the damage model is either unfinished or way to simple. If one look back in time when HMS Sheffield was struck by a single Exocet ASM, it came to a complete halt while burning about instantly. The missile itself didn´t caused any critical damage to HMS Shefffield, but it was still taken out of action completely mainly due to secondary fxs. In Naval War, having had one of my missiles successfully hit one of those rusky frigates, and reducing its "armor" to about 40%, I´d noticed it didnt have any real effect on its combat effectiveness. It kept coming and shooting down incoming missiles just like a perfectly operational ship to my disappointment. Any comments on that?

A few things that I would like to address here. People complain about depth measure but it doesn´t really matters here when sound layers are basically unchangeable. But ranges is the big deal for me. Naval Warfare is basically the realization of weapon/platform capabilities and its ranges. For me not being able to precisely measure ranges and plot references in the map is the current big flaw.
 
I think the damage model is just a tweak that the developer can fix if they want to. It has random damage to sensors and weapons, its just not adjusted to your (and mine I must say) preffered value.
 
The devs have stated that the Baltic mission was designed as a multi-player mission mainly, so it lacks complex orders and is well balanced. However that doesn't explain the limited damage effects. I have asked as one of my wishlist items for knock on effects, from damage such as fires, to secondary systems. I hope this gets implemented sometime and also that repair parties get introduced. I really liked that bit of Silent Hunter 3 that you could assign damage parties to repair the sub. Anything that involves the player doing something interesting is a good thing in my view.
 
One other thing that spoils my experience playing is how the scenarios ends. They just end, just like that, what if I just want to keep playing after the main goals are accomplished, pursuing a decisive victory?

For this particular scenario its just plain easy to win. Kill the 2 weakeast ships and its over. Kill that leading fast defenseless missile boat using a salvo from helos and save all your ship borne missiles for a huge salvo on the closest FFG. Even if the remaining DDG still represent a huge threat to you task force, specially if you spent some of you missiles defending yourself from a salvo, the scenario will just end in total victory....
 
All the damage effects you ask for are there. Just not common enough. I have had a ship blow up after being on fire for 20 min. But I also think they can repair it if you are lucky. Sensors and weapons gets damaged and can be fixed. This just dont happen often enough..
 
@stormridersp

Welcome to the forums:)

If you register your game you will get access to the suggestions forum, where you should put your suggestions to improvements of the game. This will make it easier for the developers to find them.
 
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