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Thread: East vs West Developer diary 4 - Master of the Seas

  1. #1
    East vs West developer Biga's Avatar
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    East vs West Developer diary 4 - Master of the Seas

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    © SeaForces.org


    Introduction
    During and after World War II, naval power underwent a great transformation: carriers, surface ships, submarines and naval air force, all transformed to a new world. Carriers suddenly provided new horizons of operations with jet air forces and the increasing air threat, in turn, lead to the development of more effective missile based air defense systems. With a world that was soon dominated by guided missiles, radar and fire control systems both for classic air defense missiles and for the offensive anti-ship weapons, things were rapidly changing. Traditional guns of surface ships became smaller but more precise. Ships also started carrying helicopters, originally developed as light reconnaissance and transport vessels on land. They quickly became familiar in navies as well, where their main role became the vital task of anti-submarine warfare. In addition to conventional warfare, ballistic missile submarines had a key role at the strategic level as nuclear launch platforms.
    We just made the coolest naval system in any Cold war era grand strategy game. There comes a time when one has to aim big and so we would like to introduce something that we believe will blow you away.


    All fleets matter
    First off, we have designed fleet strategies around the historical doctrines of both Cold War superpowers: the doctrine of carrier battle groups used by NATO, and the emphasis on surface and submarine missile groups by the Warsaw Pact. While the navies of NATO relied on their large supercarrier groups and effective submarine/anti-submarine warfare platforms, the Soviet Navy developed very effective missiles and ship/submarine groups with the main task of attacking NATO carrier groups. We have therefore given both NATO and Warsaw Pact unique units as a reflection of their historical role. In addition to the superpowers, minor navies can have smaller but effective weapons like powerful missile boats or missile frigates. So expect even the smallest navies to act like scorpions, if given a chance they will not hesitate to effectively defend their national waters.


    Design your own Ships yeah we really mean it
    There is always a narrow limit between ship classes and it is especially true for the Cold War. In addition to aging WW2 ships, you can produce and customize ships, from the smaller missile boats through large cruisers and carriers.
    The base of the new warship models in East vs West are the new weapon complexes, as in any modern ship these modules are components that can be installed to ship slots, limited by each ship’s hull. A weapon module is more than a technological component; it is practically a unit type with its own stats and models. You are free to modify a ship with new weapons or even use older ones to create a cheaper ship class. Weapons includes conventional guns, anti-ship missiles, air defense missiles, close-in weapons, anti-submarine missiles and tactical land attack missiles, airplanes and helicopters.
    We have done extensive research combing through hundreds and hundreds of ship models and saw that the barrier between escort and capital ships was very fluid during the Cold War. A modern missile destroyer or cruiser can provide heavy defense for a carrier, but it can also act as a surface action group leader. So we added the historical templates and took this as an inspiration to let you decide the role of each ship with your design.
    We expanded many different classes of ships. Carriers have more unit types including the WW2 escort carrier, the conventional carrier and the nuclear supercarrier. For anti-submarine warfare ships and amphibious attack ships, we have the helicopter carrier type which either can have a decent fleet of helicopters and/or vertical-takeoff-and-landing aircraft (like the famous Harrier) that can provide air support.
    Players can also go below the water and use many types of submarines, including conventional and nuclear attack submarines, guided missile submarines and ballistic missile submarines popularly known as boomers. They are silent, mobile, and invisible to the enemy. Not to mention that they pack a mean nuclear punch if necessity requires. (A tip from our test games? Use them for a second strike if your “friends” decide to misbehave.)
    So this epic naval design requires some epic vessels to demonstrate it so we have three vessels to show you.


    The Kirov and friends

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    First, the deadly nuclear submarine. Submarines can have torpedoes, guided missiles and land attack missile weapon complex slots. They are also the only naval unit that can carry nuclear missiles.

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    This is a Nimitz-Class carrier with its numerous Carrier Air Groups. East vs West allows the use of air superiority fighters, multirole fighters, attack planes and vertical-takeoff–and-landing planes as well as airborne radar craft. All these planes operate with the aircraft carrier and enhance the ship’s abilities.

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    Last but not least is this fantastic piece of Cold War machinery: the Kirov class nuclear battle cruiser. It is a real multi-purpose ship but we emphasize her two main historical roles: long range anti-ship attack and long range fleet defense capability. This ship is a very good example of a high defense (high organization capability) and layered defense platform which gives defense bonuses. The ship has a Vertical Launch System and medium range anti-air defenses which makes her a veritable powerhouse and an awesome option to provide fleet defense for capital ships like a carrier.
    The editor shows all weapon icons, tooltip information with photo, main weapon stats and maximal slots / maximal weapon total size. All components can be swapped by simply clicking on them. The edited ship can then immediately be mass-produced either in single or multiple production lines.

    More realistic combat
    We dreamt of a realistic naval combat system and decided to make it a reality. We wanted a system that focused on modern missiles combat and carrier warfare. For the naval design in East vs. West we’ve introduced ammunition storages for large missiles and torpedoes.


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    If we go into a little more in depth, weapon components with ammo are linked to the primary (P in the image) or secondary storages (S in the image). Each ship complex component can be linked to a storage. Primary components carry primary ammo and secondary carry secondary. Both have limited rounds, and are highly effective but also very expensive.

    Short range weapons do not consume primary or secondary ammo, only the organization of the ship itself. Organization in naval terms for East vs. West is a measure of the defensive power of the ship. Without organization, a ship is defenseless and after a ship has run out of organization all further damage received will take a toll on the strength of the vessel itself. Some classes, like multipurpose capital ships, can use both primary and secondary storages. Smaller ships use only one or none at all. This system thus provides the player with a large variety of configurations, but without the huge micromanagement for handling ammunition of every weapon system. If vessels run out of ammo, the ships automatically goes to the nearest port to refit, costing supplies. Submarine launched nuclear missiles are integrated into your country’s pool of nuclear warheads. Though we represent different ammo types, we want you to focus on building fleets, giving them orders and deploying them to the right task at the right time.
    So now you’ve got some awesome ships and you figure, what better then to set your foot down and finally bring the Communist ideals to the eagerly awaiting French nationals! Time to send a fleet!

    Combats and Missions

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    Combat begins with detection, as radars, reconnaissance planes and helicopters help ships and subs with detection and targeting. Ships with extremely long range missiles can reach targets multiple provinces away and not get detected themselves (in conjunction with air surveillance units or costal radar.) Ships with missiles will try to fire from their furthest range, while the defenders will try to evade with anti-air missiles and point defenses aiming at shooting down enemy missiles. Ships with large and medium range air-defense capability are able to protect other valuable ships, as well, and having built a good combination of ships in a fleet will prove essential to that fleet’s survival. There is also always the choice between retreating or continuing the fight, perhaps even closing in with guns and torpedoes.
    Against submarines, the surface combatants can use conventional depth charges, torpedo rockets, and, later in the timeline, more modern longer range anti-submarine missiles and/or deck helicopters where available.
    As the combat window shows, a detailed naval combat log will be generated that you can view after the battle. This log contains all the combat events including missile launches, successful evasion attempts, missile impacts, damage and sunken vessels, so it can easily be used as part of an After Action Report or just to showcase your naval design ingenuity. With some spying you should be able to find your enemies’ naval design weaknesses.
    In addition to common naval combat, ships can have other mission types, like initiating long-range attacks against sea and land targets, supporting amphibious invasions, patrolling to try to flush out enemy subs or just as a show of force in multiplayer. What better signal of your mastery of the game than to demonstrate your master of the seas?

    Best regards:

    Gábor Gombor - Biga (Design, naval techs, hardcoding)
    Grega Trobec (Graphics design)
    Zoltán Takács (slot scripting and content)
    Davide Benedetti (naval OOB)
    David Gomes (hull gfx)
    Lionel Wood (hull gfx)
    Russ Odoni (naval doctrines)
    Last edited by Biga; 21-02-2013 at 18:26.
    Game Developer East vs West - Lead of Hardcoding Team / Naval Designer / Nuclear Support

  2. #2
    Better than Royalty (ABB) DoomBunny's Avatar
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    Design... own... ships...?

    haha

    hahahaha

    mwhahahahahahahaahahahahahahaahahahaahahahahahahah aha
    "Petrarch was right" - Petrarch||||"Petrarch is actually right" - LYNCHY||||"Petrarch was banned" - Robotic Maniac

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    <Doom> Sent Shynka some pics of my ass.||||<mathrim-afk> Looks great

  3. #3
    Can't wait to try to sneak past some of these elaborate designs with advanced submarines.

  4. #4
    Awesome!
    " We do not forgive. We do not forget. "

  5. #5
    Very good , awesome feature about ship designing. Any updates on release date?

  6. #6
    AHOI-Mod Series Developer Demi Moderator Chromos's Avatar
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    Hope all are pleased as myself with the amount and detail of great new game mechanics revealed in this DD.
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    Sergeant gekkoguy82's Avatar
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    This sounds awesome! Will task forces be able to replenish supplies while under way, as opposed to returning to port (i.e. will support vessels be modeled?)? And will one be able to update the legendary battlewagons with modern weaponry, similar to the real-life Missouri & Iowa?

    This whole system sounds excellent.

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    yesyesyesyesyesyesyesYESYESYESYESYES!!!

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    Banned Mayer's Avatar
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    Ok this DD is epic. I love the addition of ammunition

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    You are free to modify a ship with new weapons or even use older ones to create a cheaper ship class. Weapons includes conventional guns, anti-ship missiles, air defense missiles, close-in weapons, anti-submarine missiles and tactical land attack missiles, airplanes and helicopters.
    This is truly amazing. Especially because it's how second tier NATO countries (for example Greece) armed themselves after WW2 without breaking the bank. Keep up the great work!
    My AARs
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  11. #11
    Awesome! Epic! WOW! Win! I want this Game!

  12. #12
    East vs West developer Biga's Avatar
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    Quote Originally Posted by gekkoguy82 View Post
    This sounds awesome! Will task forces be able to replenish supplies while under way, as opposed to returning to port (i.e. will support vessels be modeled?)? And will one be able to update the legendary battlewagons with modern weaponry, similar to the real-life Missouri & Iowa?

    This whole system sounds excellent.
    well, replenishment was in our mind, though for now we just provide resupply in ports. it will be probably a good addition for a later DLC maybe. the reason of decision about the underway replenishment, it is a rather a modern feature and still limited to some weapons and fuel. even the modern systems like US Navy's VLS or large Granit/Bazalt systems on russian ships cant't be replenished on blue water.
    http://defensetech.org/2010/06/10/vl...y-get-serious/
    yeah Iowa is not an exception regarding ship editing
    Game Developer East vs West - Lead of Hardcoding Team / Naval Designer / Nuclear Support

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    Quote Originally Posted by gekkoguy82 View Post
    This sounds awesome! Will task forces be able to replenish supplies while under way, as opposed to returning to port (i.e. will support vessels be modeled?)? And will one be able to update the legendary battlewagons with modern weaponry, similar to the real-life Missouri & Iowa?

    This whole system sounds excellent.
    There are Two Iowa models in the game, the ww2 one equipped with the 5inch DP AA guns and the 40mm AA guns, and the Modernized one equipped with Phalanx CIWS, Tomahawk and Harpoon Missiles!
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  14. #14
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    Now THIS is what a Development Diary should be!

    Now we want othersssss, many othersssss

  15. #15
    Sergeant gekkoguy82's Avatar
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    So. Freakin'. Excited. Thanks for the answers Biga & TZoli!

  16. #16
    I do not much care for navy, but my expectations of the game just went thrugh the roof.

  17. #17
    Quote Originally Posted by Biga View Post
    Design your own Ships
    instant steam pre-order

  18. #18
    BL-logic
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    Why should I care to invest in the navy as the Soviet Union? Won't I get a better bang for the buck if I invest in air and land superiority? Can't I counter an enemy CAG with aircraft based on land? Can't I attack ships with aircraft based on land? Can't I retaliate against enemy nuclear missiles with ICBMs? I know there are naval zones of control, but what do they do, and why should I care about them?
    We're still flying

  19. #19
    Second Lieutenant Moshi's Avatar
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    That's it.

    I cannot wait any longer for this.

    I'm just going to... uhm...

    Well shit.. I guess I just have to wait...

  20. #20
    East vs West developer Biga's Avatar
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    Quote Originally Posted by Arbus View Post
    Why should I care to invest in the navy as the Soviet Union? Won't I get a better bang for the buck if I invest in air and land superiority? Can't I counter an enemy CAG with aircraft based on land? Can't I attack ships with aircraft based on land? Can't I retaliate against enemy nuclear missiles with ICBMs? I know there are naval zones of control, but what do they do, and why should I care about them?
    very good question. I think it is all depends on your game strategy. historically Soviet Union couldnt finance all areas of military and it was one of the resons of fall. but also is a fact, that they achieved very good results in large, high-speed anti-ship missiles and built up a feared strategy of carrier killer groups including surface ships and guided missile submarines. fortunately the doctrine never tried in history, but the successor of those supersonic missiles are still feared
    Game Developer East vs West - Lead of Hardcoding Team / Naval Designer / Nuclear Support

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