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HOI4 Dev Diary - New Naval Combat

Hi everyone! Since forums were all down yesterday the diary is coming today instead :) Today we are going to look at core changes to naval combat coming in 1.6 Ironclad. We have already discussed how missions are changed as well as basics of the new spotting system in a previous diary and a future one will be fully dedicated to submarines so I will only cover them a little for how the interact with regular fleet battles today. So lets charge in!

Its best to start by looking at problems in the old system so you can see how we have tried to solve them and iterate. We identified the following:
  • Battles are extremely decisive so tiny mistakes have bad consequences
  • Combats tend to snowballs as everyone and their mother’s fleet pile in
  • A big fleet was always better, together with the above point promoting doomstacking
  • The interface gets very confusing as ships close with each other. Distance overall is very hard to show and balance.
  • It is easy to miss a combat happening while busy elsewhere.
  • Its “simulation nature” made balancing an incredibly hard problem. Resulting in things like the all-battleship fleets performing well.
“Battle-lines”
battle.jpg


To deal with distance and screening issues we have split up the battle in 4 areas per side to represent position and distances.

Screens - Your screen ships go here. Screens are the closest to the enemy and protect the ships behind them (details below).
Battle line - This is where your big guns sit. Heavy cruisers, Battleships etc. Anything with heavy long range guns. These guys also help to protect carriers and convoys behind them.
Carriers - Furthest back are carriers protected by the other two lines. This is also where convoys will be if part of the combat (say during invasion or a convoy raid battle).
Submarines - Under the sea. This area is actually two as we separate located submarines (which can be engaged with depth charges) from unlocated submarines.

By splitting things up in discrete distances unlike the old system we can more easily capture the impact of distance and positioning, and keep it easier to see what is going on at a glance.

The area they are assigned to depends on the weapons they have, which makes things tie in neatly with the ship designer. Rules for combat are now largely depend on how different weapons interact with the areas, so it is important to go over them before we continue. We also show these summarized at the top of the combat screen for quick information and to help you evaluate the combat situation:
stats.jpg

Light Guns - These are smaller caliber guns. The armament on destroyers/light cruisers and secondary armament on heavier ships. Their job is to hit and kill smaller fast moving ships. They generally do not have the armor piercing to lay down serious hurt on capital ships. Light guns attack ships one line over. So screen ships can shoot other screen ships, and when there are no more shoot the enemies capital ships. Capital ships with secondaries can fire from behind the safety of the screens at the enemy screen.

Heavy Guns - These are hard hitting armor piercing guns designed to take out big ships. They have trouble hitting small fast ships, but when they do it is for significant damage. Heavy guns have the range to fire over one of the enemy lines. So they will be hitting the enemy battle line even if it is screened.

Torpedoes - These are the big capital killers. They ignore armor, and have big damage but are terrible at hitting fast/small ships. Torpedoes can hit any line as long as it is not screened properly. So if your screening is down to 50% then half of the enemy torpedoes can be fired at your battle line, and if the battle line is also weak some torpedoes can slip through and hit carriers or convoys.

Anti-air - AA works a bit different. When firing back at enemy planes a ship will also get a part of the fleet’s AA armament to help it, so it’s quite nice to make sure your support ships (or battleships if you focus on carriers) are stacked with as much AA as possible.

Depth Charges - This is the only weapon that can hurt subs, and it only works versus revealed subs.
Carrier Planes - Carriers can carry different kind of planes. Naval and dive bombers help attack other ships and fighters help protect yourself. The whole air model in naval combats is now more in line with the rest of the game and takes place in the airzone as you would expect. So can now be disrupted etc. This fixed a bunch of issues we had with the interaction between land based air and carriers.

sub.jpg


Next to the weapon summaries we also display the side’s positioning value. This is a value simulating how well positioned your task forces are. A low positioning could for example mean that all your screens are scattered in a storm and your capital ships are wide open to attack. Positioning affects screening directly and a low value will directly hurt the fighting abilities of the ships as they wont be in optimal range, have another ship fouling the range etc. A big effect on positioning is the relative sizes of the fleets. So the bigger fleet will have an inherent penalty to its positioning versus a smaller, more easily controlled force. An admiral’s maneuver skill helps with this though. There are also traits like Lone Wolf and the Capital Ship Raiders tech from the Trade Interdiction doctrines that help increase this penalty for the enemy. The idea is to make smaller capital raiding forces more competitive if you tech right and have a trained Admiral in charge.

screening.jpg


Tooltips for ships now give great breakdown on where the damage is coming from so you can see how well (or not) a particular weapon type is doing, there are also totals summarized in the top of the interface.
dmg.jpg



Entering and exiting combat
After the initial battle starts, further task forces can join. When they do they get put in the “Incoming” box, much like before. The time spent there depends on their org levels. The lower the longer they have to wait to join. Org is affected by moving, but also by giving manual orders to fleets (we want you to plan ahead, not react for max efficiency). Whenever ships are called to a combat, they will take an organization hit, which slows down their joining. Similar delays also apply for missions like convoy raiding or escort at suboptimal efficiency so it’s harder to bring all your power to bear at the same time.

On the flip side, if you take out the enemy side before the incoming ships arrive, the battle ends and you can run away (or the sides have to re-spot each other if they still want to fight), the idea is to help subs and other raiders out by allowing fast hit-and-run battles.

run.jpg


As for exiting combat that is both something you can order directly and something that happens when ships take enough damage (remember, you set up aggression levels to control how risky you want your task forces to be). Retreating is a process that takes some time. It is affected by doctrines, traits, weather, terrain, and the speed of the ship. We show it as a progress bar so you can bite your nails as the enemy pride of the fleet slowly gets away. Note that we also now have critical hits which will slow down ships and making it harder to run - a ship with a jammed rudder has a wooping 90% penalty to escaping. Escaping is an important part in keeping battles from being too decisive.

This is also where submarines come in. They follow normal torpedo rules, but also free to circumvent them when it comes to escaping ships. So if you have subs hiding in your battle they can engage the enemy capitals as they start to run (of course this reveals them, depending on doctrine levels, leaving them open to return fire from anti-sub vessels).

See you next week for a look at submarines :)

image.png


Rejected Titles:
- Sinking inside the box for a change
- Bravely retreating in the face of underwhelming odds
- Man, those guns!
- "Stop writing dumb titles and post already podcat!"
 
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Ethereld

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Will lighter ships provide some screening among their own area? Lets say destroyers providing some screening to Light Cruisers and Heavy Cruisers screening a Super Heavy Battleship.

Also, while it is not related to the naval rework I quote myself from another dev diary.

I don't know if this was asked, but how the London Naval Treaty will affect the dominions and puppets?

It doesn't make sense that Great Britain cannot make a Heavy Battleship in London due to the treaty but that the same ship can be built in Melbourne by the Dominion of Australia.

I suppose that puppet countries have to abide to the same limitations as their overlord.
 

James Hale

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Very interesting, and good to see the new UI stuff is taking shape. I like the icons. :)

Hopefully the submarine diary also covers convoys, and any changes to those. I really wish you'd place greater emphasis on convoys (they were super important) and maybe have fewer of them, but more expensive and using manpower.
 

steve213

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you may have answered this already but why can't we have admirals in charge of Task Forces and Fleets?
 

halvorni

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(...)
As an aside, this effectively bring combat width into naval combats?
Or, possibly, the other way around - using naval combat as an idea how to avoid min-maxing of division widths, as discussed on other threads? Thus, a large division could start combat with a penalty to ORG, much as a large fleet would, whereas small and nimble divisions and fleets can maneuver and be combat-ready faster.
 

Hrodbert

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Great changes really intuitive but my motto will always be big guns now,big guns forever, carriers are just a fad" until the fleet sinks and I claim it's a new experimental sub programme.
 

Zwirbaum

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you may have answered this already but why can't we have admirals in charge of Task Forces and Fleets?

Admirals are in charge of Fleets. If you will create fleet consisting of just one task force you get basically the same result as admiral being in charge of task force.
 

tydus94

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Just two things:
1. Will there be a hierarchy to naval leaders like the difference between Fieldmarshals and Generals? Like Vice Admirals for Strike Forces or something like that and than, a Admiral for a Fleet?

2. If only depth charges can hit submarines, we can't fight against enemy submarines with our airforce? Spot them or something like that?
 

kaguravitro

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Just two things:
1. Will there be a hierarchy to naval leaders like the difference between Fieldmarshals and Generals? Like Vice Admirals for Strike Forces or something like that and than, a Admiral for a Fleet?

2. If only depth charges can hit submarines, we can't fight against enemy submarines with our airforce? Spot them or something like that?
asw planes as catalina was very important spotting subs, then using depthcharge model from planes to subs is aceptable.
 

EntropyAvatar

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Will lighter ships provide some screening among their own area? Lets say destroyers providing some screening to Light Cruisers and Heavy Cruisers screening a Super Heavy Battleship.

If targeting and concentration of firepower isn't perfect, then having a heavy cruiser around will at least draw some torpedoes away from the super heavy battleship.
 

MaxWilson

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I love all these things! Can't wait for a release date. Finally the naval nations are gonna be fun to play. Hoping the AI can handle all this.

Not super related to this DD, but I do have a wish.. Make a decision to enlist the country's fishing fleet. Basically it should cost some war support and/or stability, and in turn give you a bunch of 1936 destroyer hulls with nothing fitted. Or maybe even invent a shitty 1918 destroyer hull to be the base for these repurposed trawlers. Then the player can refit them for convoy protection or minesweeping.
 

ThaHoward

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Can you make kamikaze attacks prioritize screens or convoys? They weren't that effective against capitals, but they were very (more so than convential attacks) much effective against the ligther ships. Or perhaps naval/carrier air warfare will be covered later. The war in the pacific will get a new dimension if the convoys transporting troops and arms are getting hit by the kamikaze pilots.

The changes are very welcome for my part and look forward to the submarine updates!
 

macegee

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@podcat weren't you suppose to introduce more ways to control how the combat goes? Like, ordering your carrier task force to stay away from surface engagements? I would really appreciate such a feature. I thought some of you devs talked about it at some point.

Glad to hear about the AA changes. And it's interesting to see how exactly the new naval air warfare works now. Especially with the spotting.
 

SeekTruthFromFx

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What a nice present St Nicholas has brought us today!

Replacing the visible positioning on the battle-mini-map with the pre-set lines might be a controversial decision, but I think it's the right one. Trying to show the ships moving around the battlespace was a good idea, and it was fun to see that the Bismarck was targeting the Hood, but it never seemed to relate much to the outcome of battles.

We have been told that ship speed affects spotting and retreating. Does it have any effect within battles? If not, then it might be wise to build fast, heavily-armoured, unarmed spotting specialists.

From a GUI standpoint, wouldn't it make sense to put some "perspective" into the battle-lines? The 2D nature of strait lines combined with the sub-surface area for subs and aircraft isn't immediately intuitive (it looks like the ships are flying, at the same height as planes). Minor thing but it took half a second to force my brain to disregard the notion (which is a bad thing in GUI design).
Just tilting the lines slightly inward towards a "horizon" would make a lot more sense IMO.

What a brilliant idea! This would look much, much better if it could be done without too much effort. It would be a visual compensation for the loss of visible positioning. Maybe there could be silhouette sprites of slightly different sizes depending on how close to the viewer the ships are?

It would also be a little bonus if the aircraft could always be on a line above the ships.

Great News........is there also a way to spot fleets with landbased airplanes (sea recon planes) implemented (like you have now airplane launchers as ship components to improve detection)?
Or do I just send out naval Bombers to a seazone and they spot them?

A screenshot in an earlier dev diary showed that Air Superiority affects Spotting progress. So far it appears that any land-based or carrier-based aircraft will speed up spotting, depending on their Air Superiority values. But as you say, the diary about convoys & submarines might explain more.
 

podcat

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@podcat weren't you suppose to introduce more ways to control how the combat goes? Like, ordering your carrier task force to stay away from surface engagements? I would really appreciate such a feature. I thought some of you devs talked about it at some point.
You can kinda do that with the current settings. put them on do not engage, give them some screens to protect against getting ganked and roll air missions in the zone from the carriers. Stuff will only join engagements if given the mission (or direct order) to do so, and for that it will check its aggression settings for the kind of risks you are willing to take

We have been told that ship speed affects spotting and retreating. Does it have any effect within battles? If not, then it might be wise to build fast, heavily-armoured, unarmed spotting specialists.
speed greatly affects how easy you are to hit combined with the size of the ship. The new hit formula takes both speed and size (visibility) into consideration
 

Commissar Yossarian

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So with the rework are we going to be able to have proper carrier duels in the Pacific with two CTFs clashing with planes only while the ships are not engaged?
Ie: can I have the CAGs set to naval attack and air superiority for the sea zone the carrier is in while the CTF is set to do not engage so they don't get dragged into combats?

Right now everything still seems to be set to only decisive battle where screens always try to close.

I really hope I can finally have my CTF with all AA and depth charges guard my carriers while the planes do their work instead of having to always commit the hulls to combat without absurd micro.

I'm all good to have SAGs hunt and kill them as appropriate, but I don't want to see my screens getting chewed up while my air wing beats on some old slow ships.