I am intrigued by these new campaign factors, the impact of recon/fuel/mines/asw/ammo and so on, as pressures against purely combat optimized ships. Previously we did not have any such pressure and so it was easy to produce designs with universally superior performance to the AI’s competitors. By forcing us to balance our intent between utility, endurance, and battle functionality, our designs will be less razor optimized and may reduce the gap between player designs and the AI.
The recoil mechanic, I hope, will have each hull’s limits clearly defined in the UI during construction. It could be rough to start a campaign only to discover your main battle-line design attempts a barrel roll with every salvo.
It will be interesting to see how this new research will play now that more categories are valuable. Previously using priorities was something I didn’t often do, now with even more things of value that could be impacted the decision will be more difficult. Perhaps research should display a hint as to what the outcome might be when the current research is earlier on, like “improves a gun caliber between 4-7 inches” for a small guns 6 inch research at 30% progress, or “a new funnel design for light ships” for advanced small funnels II. ??? until 70% makes understanding short term benefits and costs more difficult.