HOI4 Dev Diary - Naval Production, Repair and Damage

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podcat

Game Director <unannounced>
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Jul 23, 2007
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Hi everyone! Sorry about the late diary. We had to hunt down some gremlins in the machinery before stuff could be screenshotted. Today we are going to talk about quite a lot of big changes to naval production and repair as well as the new critical hits system for ships.

Ship Production
The current system of producing ships where you can assign 15 dockyards to the production of an individual vessel leads to results that are both quite ahistorical as well as not feeling like we want the naval play to feel. With big countries able to replace the loss of a big capital ship without much sweat it makes them less precious, and so we are changing this:
  • A Capital Ship can use up to 5 dockyards in its construction
  • Other ships can use 10 dockyards
  • Convoys can use the full 15
This essentially shifts capital ship construction speed to make each ship slower to make, but you can still build several in parallel. Constructing capital ships is complex and not exactly suitable for optimized assembly lines while we felt this still fit convoys very well with other ships in the middle. Speaking of capital ships, the definition is now a bit more flexible and will depend on the inclusion of certain design elements in your ships (such as a carrier flight deck or heavy guns), so if you construct your ships with those be aware that it will impact how streamlined their construction can be made.
Pasted_image_at_2018-09-12__3_58_PM.png


It is also possible to add custom names when you set up construction. The perfect time to remember to name your battleships awesome custom names rather than having to remember and do it once they are done. You can queue up several names if you so wish.


Ship Repair
Repair is also changing drastically. Before, repairing a vessel was free and just took time, now it’s using your naval industry to do so. You can decide how many dockyards to assign as a max and the level of the naval base will decide how much can be leveraged in each one. So if you have a level 5 naval base you can leverage 5 dockyards there and repair 5 ships at once.

repair.jpg


Bases can be prioritized for receiving dockyards if you have a lot of fleets suffering at once in various places and can even be disabled for repair so you don't accidentally send ships to repair where the enemy will sink them etc. You can even repair in friendly ports if you have docking rights, but are likely to have lower priority than their ships if there is a competition for attention.
Screenshot_1.jpg

If you look closely at the damaged Deutschland heavy cruiser you will see that there is a warning icon on top of it. This signifies that it has taken a critical hit to its propeller and is suffering a big penalty to speed...

Critical Hits
On top of the propeller damage shown off above there are a lot of different critical hits a ship can suffer in combat. The idea behind these is to add some cool storytelling to the fate of ships, and to introduce some lucky random elements. For example imagine there is a lucky hit on a fast and powerful German surface raiding vessel damaging its propeller or engine. Suddenly it is no longer able to escape the royal navy’s wrath as it has planned to do.

Different kind of hits have different effect, and also will cause different amount of direct damage. We are still finalizing the amount of types we have, but here is a non-complete list to wet your appetites:
  • Main Battery Turret Destroyed - reduced attack on main weapons and damage
  • Secondary Batteries Destroyed - reduced attack on secondary weapons
  • Broken Propeller - lower speed
  • Rudder jammed - reduced ability to disengage
  • Magazine hit - massive damage
  • Torpedo Tubes destroyed - reduced torpedo attack and damage
  • Heavy fires - reduced org and damage
  • Ballast tanks inoperable - reduced stealth for subs
  • Radar Inoperable - reduced detection
Suffering a critical hit is a good reason to repair your ships and they need to be fully repaired to remove the effects of the critical hit. There are several admiral traits designed to help you cope as well.

traits.jpg


“Safety First” Lowers the chance of the ships under this admirals command suffering critical hits in the first place while “Crisis Magician” unleashes your internal Scotty which will reduce any effects of critical hits through jury rigged repair, fancy maneuvering and probably a fair amount of god old duct tape.

Is this all? No, there will also be a brand new ship designer and the ability to refit. But that ship is not yet watertight, so it will sail in a future diary instead :)

See you all next week again for more Man the Guns updates!


Rejected Titles:
  • Duct tape and you - keeping the Kriegsmarine afloat in a crisis!
  • The rise of Boaty McBoatface
  • This dev diary was taking on water
  • There is nothing a scottish engineer with a degree in technobabble can’t fix
  • What are you sinking about?
 
Whoa. Dockyards to repair ships? At the very least, damaging enemy ships will at least substantially impact the enemy power instead of it being a minor inconvinience
The idea is to shift naval warfare away from everythign dies right away to a place where not everythign is lost but it costs a lot of time and industry to repair it
 
Cool! Am i right in assuming there wil be some form of new fleet interface, considering the symbols traditionally used for armies in the fleet repair screenshot?
yup. the reason they are army symbols is that they havent all been set up yet everywhere. we got different ones for navies
 
I take it that dockyards can be assigned in a way that allows them to be occupied in building ships when not used for repairs. Otherwise you would need a lot of naval build capacity to make this all work.

Some day it would be cool to have dedicated forward repair facilities. But this is a good change in the meantime.

Yeah, so when you say you want X dockyards to repair that just means they are allowed to be grabbed. if they arent used they help building ships.

It will be impossible to build a strong navy even with massive industrial power

How so? in a certain time period you will be building just as many ships. In paralell, its just that ship-by-ship is slower for the big stuff.

Seems nice and all. One question though; it mentions Main batteries and Secondary batteries. Does this mean the damage number is split inbetween them? Can this be changed with refitting?

Or is this a damage to the i.e. AA guns on a capital ship?

Consider this a heavy hint on stuff we'll explain in the ship designer, but there are going to be different weapons on the same vessel
 
Will ship repair require resources such as steel? Or can we assume they will abstractly use the steel recovered from the damaged bits by not making resources an input for repair by only requiring dockyards?
Can't wait to hear about how the ship designer will work, I'm hoping for something akin to sword of the stars

Repair does not consume resources atm. We assume the need is mostly covered by the damaged parts, and it would be super complicated to balance your lines if you need to watch for resources too there
 
Will these random elements also occur when training? Kind of like how Armies lose equipment right now?
not right now, but maybe it would be cool if some of them could
 
My concern here is the micro factor. I might not always have damaged ships, particularly as a smaller nation and I don’t want to constantly be adjusting my dockyards after every battle. Can I set some dockyard capacity to only be repairing if I have damaged ships, and otherwise be helping with new ship construction?
thats how they work. the setting is just telling it how much its allowed to take if it needs it for repair
 
But what bothers me more is the repair time: 50% damage => 10 month. Most ships will only see one battle each war!
Is naval combat even worth playing when my ships (or the enemy ships) only last one battle?
I love naval combat in general and want to enjoy more of it... not less!
We havent balanced the numbers yet. they are too extreme in places ;)
 
If I set a custom name for a ship in a production line and I set to produce like 10 ships, will the first one have the custom name and the other nine random names or all of the ten have the same name?
yes. it will first pick the ones you wrote, then go back to the normal list
 
Previously if you could build a capital ship in 1 year with 15 yards then under the new system you still get 3 ships every 3 years, you just don't get the 2 ships you would have had by year 2. It's exactly the same build speed you just need to plan ahead a lot more.
exactly. a lot of people seem to misunderstand
 
So here is a question of someone who likes it historical. With this new setup, when can Germany finish its first Bismarck? With the 15 dockyards i think its at the early 1940, which is quite historical. Does that mean, with only 5 dockyards, the first Bismarck will arrive at around 1942? Thats a year after it has been sunk historical. I dont think i like that...

I dunno yet, we havent changed the cost of ships because we are working on the ship designer. Different designs are going to have very different costs.

Will these changes be in the expansion or free updates.
In the free patch


Love these changes or at least the intent behind them.

However the number of dockyards per ship seems totally off to me and I can see it leading to some really strange results. For example a small nation with only 5 yards can build a BB as fast as America but can't build much smaller DD at max speed? That's completely ludicrous. If you want to make ships take longer and be more precious just increase the base cost. The way you've done it is just weird.

@podcat could you explain more about why you chose the system you did target than just tweaking costs? It just seems to bring more balance and immersion problems than it solves to me.
If our goal is to increase the time it takes to build a single capital ship as USA past 1940 the costs would make building capital ships suck for all smaller countries. This way US can build more ships still, but replacing losses takes longer as well as making tech upgrades and designs more interesting because of the longer time... all this while allowing smaller nations to get one ship at the same time if they want one. So it should be the better way both for small and big.

but wow do I hate the idea that I have to add 10 lines of battleships when we just added the function to stop making multiple strings of the same weapon/tank/ship.
if the meta becomes to run 10 lines all at once on battleships we have probably failed with balance of everything else as well as industry. The current battleship > everything else spam is not fun, nor is it strategic and interesting.

The info gets unfold in a pretty weird way.
Yeah I know, sorry about that. That kinda comes with how developing expansions is. The things that tie everything together (ship design, combat and fleet/task force management) are also the parts that take the longest, need the most iteration etc. If we just had one 50 page diary the day before release we could explain it in the best way, but as it is that is difficult. As a a reader try to use youy imagination and consider that the diary isnt the expansion, there is as much stuff left to talk about as we have already seen etc.

This is also a little bit of a problem in how diaries have grown. Often the content is stuff finished this week, not a well planned campaign. I kinda would like to go back to "this is what we are working on this week" and not have people freak out when they cant be given the whole picture at once.

Building a capital ship in 3 years is actually still quite fast. in reality it could take more like 5-6 years and that ship would also need to be updated quite regularly to keep it relevant and still it can be destroyed by a few hits.

Ship duels during the time was very risky because of the damage Shells can do, armor do help but it wont make a ship completely immune to similar ship guns.

we'll always opt for faster than reality just because its more fun. Also you dont know yet how costs are changing with new designs etc yet.

I should have slapped a "NUMBERS NOT FINAL" under all pictures, but not sure it would have helped ;)
 
Is getting a critical hit on the propeller the only way for damage to decrease a ship's speed? Or will mobility decrease in general with damage?
Can damage get worse as a crippled ship tries to make it's way back home, or do ships only sink in combat?

There are (at least on the drawing board) several different criticals that affect speed atm. Ships can also sink due to accidents and mines outside of combat, but not say just from a critical. if we wanted that we would simply sink it right away

Are all majors getting a list of vessel names in the patch as well, like they got division names?

We'll talk about name stuff together with the ship designer
 
It's too bad military and ship production are tied to the same system, because I'd love to see this idea taken one step further and have ship production assigned to specific provinces/territories. I find it easier to picture one sprawling naval yard producing a huge battleship than a number of un-connected facilities.
We considered this. I felt it was moving into HOI5 territory a bit with how big of a change it would be