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Work in progress: Dreadnoughts


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16 hours ago, Malachy said:

Out of curiosity, why try to compete with world of warships? I don't think you are going to draw too many of their customers with a similar game. Think you guys would be better off actually getting naval action running smoothly and released than developing a clone of world of warships. Just my 0.02

Not everyone wants cartoon themed ( anime ) ships in a game like WOWS has.

From my understanding they plan on allowing players to design their own ships unlike WOWS where you only choose modules.

Assuming there are more planned in detail features.

It does not seem like they are planning on a WOWS clone

It would be like calling NA legends a clone of skull and bones

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32 minutes ago, Ruthless4u said:

Not everyone wants cartoon themed ( anime ) ships in a game like WOWS has.

From my understanding they plan on allowing players to design their own ships unlike WOWS where you only choose modules.

Assuming there are more planned in detail features.

It does not seem like they are planning on a WOWS clone

It would be like calling NA legends a clone of skull and bones

Na doesn't have a single new concept. It's a mishmash of several previous age of sail games, borrowing most heavily from potbs. I guess I don't expect anything different from anything else they do.

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6 hours ago, Malachy said:

Na doesn't have a single new concept. It's a mishmash of several previous age of sail games, borrowing most heavily from potbs. I guess I don't expect anything different from anything else they do.

Not that I'm a big fan of how NAOW is being handled., but it does not have to be a new concept as long as its executed better than the competition.

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I hope it's based on NA now and stays clear of WoWs. I very much looking forward to this new game!!  I just read a little more on this; if it comes close to the original Silent Hunter it will be a fantastic game, I really liked the crew improvement and promotions and medals in SH. The better the crew, the ship performance increases.

A few names I suggest would be;  Iron hearts,  Rule the Waves,  Naval  or just Swords and Guns, Naval Horizons, Hearts of oak and iron (after the Navy song). Ok it's starting to sound corny.  

 

 

Edited by Buba Smith
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  • 2 weeks later...
On 9/15/2017 at 7:07 PM, admin said:

This is a topic for work in progress shots and stories about the game we have been tinkering with for the last 3-4 months

These are very very early WIP on the images that are generated for the ship recognition books from the 3d ship designer, that will give players full control over the ship design and visualize it all in 3d. 

Player will be able to place main turrets, secondary turrets, casemate turrets, superstructures, masts, funnels, and decide on the shape of the hull, armor, barbette placement… All having historical constraints naturally limiting the players from creating strange and impossible monsters. All affecting ship performance in combat and movement.

If we are able to achieve even 50% of what we want this will be a revolution in battleship games. 

Hope you enjoy it. Sorry for lower quality of the recognition book drafts but we can't show the rest. 
RLA2ZJd.jpg

This is really exciting, I've been wanting another battleship building game ever since Naval Ops Warship Gunner back on the PS2. Very old title  but the shipbuilder was surprisingly good (if not always realistic, you could end up with a double-hulled 12 turreted Yamato armed with railguns).

1880-1939 is a great choice for period, working through pre-dreadnoughts, Tsushima, WWI, the "missing generation" of battleships and battlecruisers killed by the Washington treaty and stopping just short of WWII and carrier warfare which would be an entirely different game.

Are there any plans for fleet building or strategy elements? A game where you can design a fleet's worth of ships seems made for building your own fleet and pitting it against rival naval powers...

Edited by Alex Connor
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  • 1 month later...

1880-1939 is not a too broad period?. The technical characteristics: speed, armament and armoring between both periods are abysmal. A pre-dreadnought battleship like SMS Pommern or Mikasa battleship was already clearly inferior to a dreadnought battleship  from WWI. Imagine fighting against a Fuso, Warspite, Nelson, Rodney, Mutsu etc. What ships do you plan to implement? Thank you for this new and exciting project. Regards.

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I think throwing actual historical ships against each other in an untiered world would be bad, but I can think of many ways around that. In particular, a game could abstract from historical progression while combining elements from across the time period. The all-big-gun battleship was not an undiscovered gamewinner during the pre-dreadnought era--its dominance was enabled by advances in loading procedures and equipment for big guns that reduced the RoF advantage of quick-firing guns and developments in fire control that allowed combat at ranges at which the ballistic inferiority of lighter projectiles became problematic. (I recall a USN study that showed a 12" gun hitting at a higher absolute frequency than a 6" gun at ~15,000 yards.) Nuanced settings of the relationship between shell weight and RoF, optimum engagement ranges, and the damage model may give intermediate batteries a place. Based on the recognition images shown, this may be what the devs are aiming for--those anachronistically mix an early hull form and intermediate batteries with superfiring and three-gun turrets.

And of course there is the option of following historical progression in an SP campaign game or tiering ships in an arena-style game.

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As I understand the tools will be there to recreate real ships and battleship classes but you will have the freedom to come up with your own designs and progression of ship size/armament is not directly tied to history.

Depending on the final form of the game unlocking hulls/turrets/propulsion/gunnery systems may be either tied to the year ingame, progress in missions or require researching. There may also be build time requirements for components like guns which were one of the most labor intensive parts of building a new battleship.

That means the dreadnought leap can be smoothed with a range of intermediate designs armed with mixed batteries.

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Still really excited to find out the direction Game-labs will pursue for the game itself. Obviously there are a few concepts for a single-player naval game,

1) Mission based. This has the advantage of devs being able to set up some exciting historical battles, but to me doesn't really take advantage having a full 3D shipbuilder, since you are probably just building individual ships for missions.

2) Open world (similar to Silent Hunter). More exciting because you are now building a ship (or squadron) that has to be more flexible and balanced, the downside is that to me at least real time open world on a large scale is very over-rated, it takes forever to get anywhere or do anything. Obviously time compression can be used in a single-player game, but then you lose the real-time sailing experience.

3) Turn based strategic map combined with full 3D battles on a large-scale map. Scouting and raiding with cruisers, battlefleets hunting each other, convoys and escorts. This would be my personal choice since the turn based strategic map gives you control over what battles happen and when, at the same time there is no massive commitment of time simply to find a battle and you can spend more time fighting. Using the 3D shipbuilder to build up real fleets would also be very interesting.

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  • 4 weeks later...
  • 2 weeks later...
On ‎19‎/‎02‎/‎2018 at 8:03 AM, CaptainSparckles said:

but its not open world and still is a nice game .

Precisely the beautiful naval action is to move around the map to your free will. If you do not do the same with this project, then as you say it stays in a world of warships, and we would not be interested. What would be amazing is to be able to go from naval base to naval base, loading coal for the ship, supplies, ammunition, getting as close as possible to the reality of those ships. An excellent book that I recommend to know how everything worked is "The Tzar's Last Armada". (Constantine Pleshakov).

Edited by Sento de Benimaclet
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On 8/2/2018 at 11:56 PM, Sento de Benimaclet said:

Beautiful ship!!!!!!. I imagine a battle with these ships in the North Sea, Coronel or Falklands waters ...... A dream come true. o7

Yes, it would be possible to fight at those waters and more!

On 10/2/2018 at 10:44 AM, Mirrec said:

make this openworld like Naval Action and have biiig suces (i hope :-P )

There is going to be a campaign with much freedom to do various actions.

On 19/2/2018 at 3:54 AM, Alex Connor said:

 

Based on the Cressy and Drake classes? Very nice model and I love how you are using variations of similar ships to build more visual variety.

Indeed. Cressy and Drake classes ;)

6 hours ago, Sento de Benimaclet said:

Precisely the beautiful naval action is to move around the map to your free will. If you do not do the same with this project, then as you say it stays in a world of warships, and we would not be interested. What would be amazing is to be able to go from naval base to naval base, loading coal for the ship, supplies, ammunition, getting as close as possible to the reality of those ships. An excellent book that I recommend to know how everything worked is "The Tzar's Last Armada". (Constantine Pleshakov).

It is too early to say exactly what we are making but it is safe to announce that we are not making a World of Warships style of gameplay, in which you only fight vs enemy ships. There is going to be a much more involved gameplay with tactical and strategic factors.

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On 2/20/2018 at 4:21 PM, Nick Thomadis said:

It is too early to say exactly what we are making but it is safe to announce that we are not making a World of Warships style of gameplay, in which you only fight vs enemy ships. There is going to be a much more involved gameplay with tactical and strategic factors.

If you are still weighing options can I pitch some ideas? :)

It's an old game now but Battlestations Midway had an excellent blend of action and strategy, IMO much more enjoyable than World of Warships. Gameplay comprised of commanding a squadron of ships, players would switch from 3rd person control of their ship to giving the whole squadron orders via the battle map, and could also switch between all the ships under their command. This made for some very varied gameplay, within individual missions you could go from destroyer torpedo attacks to dueling with battleships, and the missions ranged from captaining single destroyers or cruisers on patrol to commanding entire battle-groups.

The battle map was very well handled and made it possible to command a sizable fleet. Ships could be given individual/sequential waypoints and independent (AI) attack orders, it was also possible to group ships in formation with presets such as line astern, V formation etc, formations could be further customized by opening a formation mini-map and dragging ships to where you wanted them to hold formation on the lead ship. Both battle map and 3D gameplay had a fog of war system based on detection ranges, on larger maps there was a strong emphasis on scouting.

 

To me this would be a fantastic concept to serve as a basis for tactical level combat, the original ideas could be further enhanced with elements like weather and would also tie in very well with different ships having different roles and technological advancements as the timeline of the game progressed.

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