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Another Campaign Thread. Confirmed features/Suggestions for better campaign mechanics


TotalRampage

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Now that the dust that was Alpha 9 has died down and we await news on Alpha 10 like the mad lads/ladies we are I thought Id make a thread about some confirmed features of the campaign along with some major/minor features that I think would make the game more enjoyable. I do wanna keep this thread mainly about the campaign so please refrain from designer suggestions of hulls/balance changes to guns and hulls. 

 

Confirmed

  • Political Intrigue/Alliance Building
  • Blockade Features
  • Minor Nations
  • Naval Invasion
  • Economic/rebellion stability due to presence of forces abroad or lack of in a region
  • Technological development by allocating funds
  • Crew training/ Progression of Officers
  • Industry Building (For shipyards)
  • Naval Mines 
  • Peace Treaties/ Versailles Treaties
  • Map Resources (confirmed)
  • Submarine's

 

Unconfirmed/Wish List

  • Economy Building- While economy will be in the game how will we build our economy of our country up? Will it be tied into a resource system or an infrastructure system were we invest parts of our budget into the economy of our country to grow it by a set percentage each turn?
  • Cut off Naval Regions- I had seen this idea awhile ago while naval blockading is an awesome feature it doesn't make sense to let's say put your whole fleet on the atlantic coast and leave the mid atlantic open. There should be a penalty from being cut off from main supply by interlocked regions. In the example above If my fleet is wholly cut off it should suffer extreme debuffs which would make it a valid tactic to cut fleet supply routes. As naval commanders in the game we should be responsible for keeping supply lines open other than just putting a set number of ships on convoy escort as in RTW2 which allows the player to just death stack their own navy. 
  • Espionage system- We should be able to steal tech's from nations along with ship designs. We could then build said ship design or just use it as knowledge about enemy capabilities. I would also like to tie this into a monetary system just to provide an increase/decrease to effectiveness due to funding. 
  • Minor Nation Expansion- Minor nations will obviously be a stepping stone for players in the game because well they are minor. But how can we improve the minor situation? Allow them access to an diplomacy system so they can create their own alliances among minors while also allowing them to ally majors (Majors/minors might need an alliance cap to stop them from allying everyone). An confederation of smaller states might actually put up a fight late game instead of just taking up space. It might also allow them to become stronger power later on. 
  • Allow AI conflicts- Conflicts between AI to allow growth/decline between AI nations. Allow player to take advantage of the situation with opportunistic wars
  • Spheres of influence- Different from alliances, think Monroe Doctrine. Also a good example would be Vicky 2. If a major interferes could lead to war. Also wanna include some gunboat diplomacy to force minors into your sphere. 
  • More diplo actions- Allow the player to threaten war on nations to force into sphere or in the case of a major or a nation with more regions threaten for land. CAn be used opportunistically instead of a full war declare
  • Allow Treaties to set tonnage limits in specific regions- Same as the title. Allow the player to force Great Britain for example to only have a tonnage limit of 20k in a specific region. This could help the player gain early advantages in a war. Also the AI can break this for example re starting the war if the player finds out via espionage.
  • Designer- I know I said no designer suggestions but I would like the game to save designs from your previous campaigns or active ones and allow the AI to use them against the player. 
  • Museum- This where you can preserve ships instead of scraping them once they are pass they're service life.  Could be brought back sooner than a ship in extreme mothball. But there can be downsides to losing famous ships in battle. Crews on other ships could lose moral and you would lose points towards capitulation as well. We could also fit in a pride of the fleet system. Where those ships require more upkeep but have an more expert crew/moral buff to surrounding ships. But can have a debuff when destroyed. (Think hood)
  • Interment- Just as it says. Random events or player action that can lead your ship to becoming interned in a neutral port. Maybe provide diplo options to internments within your sphere like studying the ship design and tech on the ship or the risk of it happening to you. Could lead to war in other circumstances.
  • CO OP campaign- I'm a very big believer in a coop experience. This would be different than a multiplayer experience just in the way that it provides so much replayability to the campaign.  
  • Empire Formation- Maybe no empire formation but allow minors/majors to have formable nations based on real world names based on location. Also if the player grows they could have the option of renaming their own faction. 
  • Natural Disaster Events- This is very RNG based but could be a nice feature. As history has showed us some people can somehow manage to do it twice. 
  • Ship Scrapping- This could be used to gain intel and technology about ships after a battle either between you and an AI or two seperate AI factions. 
  • Logistical Rework- Suggestion by Skeksis 

 

More to be added if the thread is active. Comment feature you want to see and try to come up with other features!

Edited by TotalRampage
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Alright lads I got two suggestions. These two I've said before but ill place them here for convince. Ok my suggestions are:

  • Spy Network- Ok this goes with suggestion number 4 on TotalRampage list. So this is where you can spy on the enemy dockyard and see what the enemy Nations are building just like how the French did with the German H-class BBs. This way you can build ships to counter the enemies new vessels. A downside to this is that there is a chance your spies could get caught depending how long they are there which can strain your ties with the Nation your spying on.
  • Museum- This where you can preserve ships instead of scraping them once they are pass they're service life. Now the positives of this depends on the ship your preserving. Suppose you have a H.M.S Dreadnought replica that had an excellent service life ,if you preserve it instead of scraping it can make the public have more faith in the Navy and might earn you some more money and raise your political standing. Now if you have a ship with a poor service life and preserve it the public will not think to greatly about the Navy won't gain that much money and your political standing won't change that much. It really depends how well the ship did.

So those are my suggestions what do you think of them? Do you like them, hate them? Let me know cause I probably won't care.(just kidding)

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27 minutes ago, CapnAvont1015 said:

Alright lads I got two suggestions. These two I've said before but ill place them here for convince. Ok my suggestions are:

  • Spy Network- Ok this goes with suggestion number 4 on TotalRampage list. So this is where you can spy on the enemy dockyard and see what the enemy Nations are building just like how the French did with the German H-class BBs. This way you can build ships to counter the enemies new vessels. A downside to this is that there is a chance your spies could get caught depending how long they are there which can strain your ties with the Nation your spying on.
  • Museum- This where you can preserve ships instead of scraping them once they are pass they're service life. Now the positives of this depends on the ship your preserving. Suppose you have a H.M.S Dreadnought replica that had an excellent service life ,if you preserve it instead of scraping it can make the public have more faith in the Navy and might earn you some more money and raise your political standing. Now if you have a ship with a poor service life and preserve it the public will not think to greatly about the Navy won't gain that much money and your political standing won't change that much. It really depends how well the ship did.

So those are my suggestions what do you think of them? Do you like them, hate them? Let me know cause I probably won't care.(just kidding)

Spy network def falls under 4 ill rephrase abit. Also the museum system could be nice. Could kinda be like a mothball ship too that you could refit

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2 hours ago, TotalRampage said:
  • Map Resources-  With all good grand strategy games there needs to be a reason to fight over specific regions. So will we have real world resources in specific locations? To make them worthwhile to fight over other than strategic importance as a naval base? Gotta get that coal/oil.

I have good news for you. This is actually a promised feature:

By the way: you wrote about crew training. It's also promised that the crew progression will be separated from the officer progression which also will be a thing. (I quote part of Ink's topic about campaing development: Crew and Officers progression, Technology development and connection to Crew & Officer progression)

Also I would add submarines to the confirmed features since mines are there.

And when we already talk about wishes here, I would really like to see some diversity among playable nations in the terms of those promised political events. For example RTW 2 has only these genereric political events (Such as: Your citizens in colonies were attacked. What ship are you going to send there?) which are same for all nations. I would like to see different unique events for each nation. For example: As Japan you would constantly have to fight with the army for political influence or as Russia you would have to deal with Bolshevik mutinies among sailors.

 

Edited by Aceituna
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56 minutes ago, Aceituna said:

By the way: you wrote about crew training. It's also promised that the crew progression will be separated from the officer progression which also will be a thing. (I quote part of Ink's topic about campaing development: Crew and Officers progression, Technology development and connection to Crew & Officer progression)

 

I think I put crew training in the promised section but ill move resources!

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I would like different sizes of ports that have different accommodations, like you could have a massive port like Scapa Flow and some small ones just to hold a few ships for defense, scouting, or interceptions. They could also have different sized drydocks and moors, to hold different ships, like a small port that could only hold destroyers or a large one for specifically capital ships. 

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17 minutes ago, Worry_Rock said:

I would like different sizes of ports that have different accommodations, like you could have a massive port like Scapa Flow and some small ones just to hold a few ships for defense, scouting, or interceptions. They could also have different sized drydocks and moors, to hold different ships, like a small port that could only hold destroyers or a large one for specifically capital ships. 

I think some ports will initially start bigger but due to us building up infrastructure certain ports will get built up more or less based well on the players investments. 

Edited by TotalRampage
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14 minutes ago, TotalRampage said:

I think some ports will initially start bigger but due to us building up infrastructure certain ports will get built up more or less based well on the players investments. 

Ill tell you all this, were gonna need a massive port if we plan to build super battleships........Especially if you plan to build something like the late designs of the H-Class BBs. (cough Grosser Kurfurst.)

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56 minutes ago, TotalRampage said:

I think I put crew training in the promised section

Yeah, that's not what I meant. Sorry for the confusion. I am aware that the crew is in the promised section. I just wanted to sort of ,,amend'' that information. I simply wanted to say that the crew progression is promised and besides the crew itself it's also promised that the officers will have their own progression.

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Ok I got another idea but I'm not sure if this happened in real life. Tell if I'm wrong ok.

  • Fleet Surrender- Ok suppose you are playing like an absolute God and your ships outclass and are outnumbering the enemy by a land slide. The enemy fleet could surrender if it feels if the battle is hopeless they can surrender the fleet if they can't run or continue the fight. You'll have this option too if you feel that the battle is lost. If the enemy surrenders you have the option to take they're ships or scuttle them same if the enemy bets you.

Again I don't know if this happened in real life but what do you guys think of this suggestion?

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25 minutes ago, CapnAvont1015 said:

Ok I got another idea but I'm not sure if this happened in real life. Tell if I'm wrong ok.

  • Fleet Surrender- Ok suppose you are playing like an absolute God and your ships outclass and are outnumbering the enemy by a land slide. The enemy fleet could surrender if it feels if the battle is hopeless they can surrender the fleet if they can't run or continue the fight. You'll have this option too if you feel that the battle is lost. If the enemy surrenders you have the option to take they're ships or scuttle them same if the enemy bets you.

Again I don't know if this happened in real life but what do you guys think of this suggestion?

I think it would be better to rather have an option to scuttle your fleet rather than surrendering it because warship's captains usually attempted to scuttle their ships when they wanted to surrender.

It would be also nice to have an option to let your ships be interned in neutral ports. 

Edited by Aceituna
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47 minutes ago, Aceituna said:

I think it would be better to rather have an option to scuttle your fleet rather than surrendering it because warship's captains usually attempted to scuttle their ships when they wanted to surrender.

It would be also nice to have an option to let your ships be interned in neutral ports. 

Your right that is a better idea. So if you scuttle your fleet and depending how large it is will determine how much moral and political standing you'll lose.

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1 hour ago, CapnAvont1015 said:

Ok I got another idea but I'm not sure if this happened in real life. Tell if I'm wrong ok.

  • Fleet Surrender- Ok suppose you are playing like an absolute God and your ships outclass and are outnumbering the enemy by a land slide. The enemy fleet could surrender if it feels if the battle is hopeless they can surrender the fleet if they can't run or continue the fight. You'll have this option too if you feel that the battle is lost. If the enemy surrenders you have the option to take they're ships or scuttle them same if the enemy bets you.

Again I don't know if this happened in real life but what do you guys think of this suggestion?

I'm not so sure about this one. Just because they would go to the nearest port to be interned. Also I don't want the AI surrendering on me to much. 

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5 minutes ago, TotalRampage said:

Also I don't want the AI surrendering on me to much. 

True, maybe it should be an player-only thing. Also how would AI decide to scuttle the ship? There would have to be some kind of ,,battle value'' for each ship that would determine which side has advantage in the battle (like it is in the Total War series) so AI would know that the battle is hopeless.

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1 minute ago, TotalRampage said:

Ya it should just force them to look for an exit from the battle. The ships should only "surrender" if they were like dead in the water. 

If we talk about scuttling in battle this would work. There might be option to scuttle the ship when it's icon turns from red to black. But there would have to be some reason for doing that instead of keep firing until the end. Maybe it could give add some % of the surviving crew into our reserves.

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5 minutes ago, TotalRampage said:

if the ship is also extremely damaged

 

8 minutes ago, CapnAvont1015 said:

What would count as "dead in the water"?

There are four colours the damaged ship's icon in the game can have. Green - slight damage, Yellow - Damage, Red - heavy damage and Black - severe damage. So the option could be available when the icon is red or black or only black.

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4 minutes ago, Aceituna said:

 

There are four colours the damaged ship's icon in the game can have. Green - slight damage, Yellow - Damage, Red - heavy damage and Black - severe damage. So the option could be available when the icon is red or black or only black.

Wait there's a black icon? I thought it only went up to red. Unless your talking about damaged modules. But if there is a black damage icon then that means everything in that section is broken. So if enough black icons are one the ship it stops functioning but doesn't sink.

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26 minutes ago, CapnAvont1015 said:

Wait there's a black icon? I thought it only went up to red. Unless your talking about damaged modules. But if there is a black damage icon then that means everything in that section is broken. So if enough black icons are one the ship it stops functioning but doesn't sink.

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I don't talk about modules but about the whole ship. Colours were removed with the newest update. But before the icon could turn black when it was sinking (could't be controlled by the player anymore) or when it was almost sinking (usually when only few % of structure remained).

Edit: You can see that in the picture.

Edited by Aceituna
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Just now, Aceituna said:

I don't talk about modules but about the whole ship. Colours were removed with the newest update. But before the icon could turn black when it was sinking (could't be controlled by the player anymore) or when it was almost sinking (usually when only few % of structure remained).

Ah ok I stop paying attention to the enemy ship when it's sinking and focus on the others.

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Dead in the water as in powerplant is destroyed beyond repair, no/too little guns left working, and/or too few of the crew still alive to shoot or steer that pile of scrap.
Then AI captains might decide to abandon ship, scuttle it, surrender or continue fighting depending on crew morale, training etc.
For player's flagship this can be manual, and for player's fleet this can be an optional order, but AI captains of individual ships may decide to ignore it, or to scuttle without order, depending on their relevant stats.

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