• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Bluestreak2k5

Colonel
59 Badges
Apr 4, 2007
1.107
267
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Warlock 2: The Exiled
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
As SwordOfJustice pointed out there is really no reason for Naval organization http://forum.paradoxplaza.com/forum/showthread.php?773385-What-is-organisation-for-naval-units. A naval unit simply shouldn't stop fighting when it hasn't been hit or damaged.

I'd like to take this further into an idea to help make Naval warfare more realistic.

If we take the same concept we are doing for Land units and do it with Naval units we end up with something like this:

Battleship Division Unit (which is what we control and see on the screen)
Front Gun battalion
Rear gun battalion
AA battalion
Bridge battalion
Engine/Steering battalion
Hull battalion

NOTE: These aren't editable, you can't create your own ships, building a Battleship just automatically has these battalion "parts". The parts are simply there to reflect real world battle conditions.

Now that everything is broken out we can have things simulated better.

A hit would damage 1 or more battalions of the ship, for example the bridge. A 100% destroyed bridge will not sink a ship, however with no way to spot or see if your missing or hitting targets and no command, so Front, Rear, and AA guns should have significant decreases in accuracy.

If your in a battle with a submarine, the ship only takes Hull damage or Engine/Steering damage. A submarine cannot damage turrets or other parts. And if a ship's hull is completely destroyed the ship sinks. As hull is damaged, the ship's speed and ability to dodge go down drastically, as a ship that can only move 1mph is a sitting duck. (realistically a ship with about 50% hull damage would sink, but ignoring this)

You can now also simulate other real world issues.

100% destroyed Engine/Steering means the ship is not sunk, but cannot steer or move. It has to be towed back to port or scuttled.
A hit on front or rear turrets has a 5% chance to sink the ship instantly (by going through the armor and hitting the gunpowder/magazine storage).
Damaging a carrier "flight deck" battalion part should render the carrier incapable of launching planes, or planes in the air landing.
Engine damage should make the ship move slower, and thus the fleet move slower.

Each battalion would repair the same way it did in HOI3 2% a day, so you could put a ship out to see with slightly damaged turrets or hull, but have nearly full combat capabilities still.
 
Last edited:

RisingSun

Colonel
14 Badges
Mar 26, 2005
965
78
  • Arsenal of Democracy
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Europa Universalis III Complete
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
I mention this earlier and not sure if they will add any flavors to Naval Engangements as well Air Engagements. What we need is based on Commander Decisions and having War Cards, War Cards are like Battle Events compare to ground battles. The problems is that time goes by too fast, it wouldnt make much sense for naval/air combats, ground combats are fine. I know what you mean when warships take damage, there a chance main armaments can be destroyed or knocked out. Having War Cards like "Crossing the T", "Advancing", "Fleeing", etcs. Also destroyers have torpedoes and that ususally take once (twice for Japaneses) then they have to report for rearm. For the torpedoes in the water, both sides would have to be close and Japaneses have long-lance that can travel up to 40,000 yards at average speed.

I doubt if they will add this ideas, have been discuss few times. But i really like to see this kick in.
 

Big Nev

Field Marshal
6 Badges
Apr 21, 2012
3.292
1.973
  • Hearts of Iron III Collection
  • 500k Club
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
For me:-

Decent representation of torpedoes.
An armour penetration mechanic so that old BBs/BCs can destroy cruisers. A Queen Elizabeth, New Mexico or Repulse with up-to-date radar & fire control would obliterate even a Baltimore.

Easily.

A proper convoy system that actually has convoys of ships that travel together.

Distinctions between CVEs, CVLs, CVs and CVs with significant armour (Brit’ designs)

EDIT: OK, so none of those are actually new


As for Org' for naval units. To me, it makes perfect sense.

Perhaps a little abstract but consider...

Just look at what happened to Vittorio or Deutschland. A single torpedo hit did no significant damage but stopped the battleship dead in the water while a single 8” hit on the pocket battleship killed her fuel. A more general way of looking at it is to say that repeated hits do little significant damage but do actually reduce the fighting efficiency (by killing crew, jamming turrets, destroying Radar/fire-control etc.) without actually threatening the ship until a point is reached when damage control measures get overwhelmed and the ship starts to take “permanent” damage and, unless it's repaired, eventually sinks.

When do ships stop fighting if they haven't been hit?
 

RisingSun

Colonel
14 Badges
Mar 26, 2005
965
78
  • Arsenal of Democracy
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Europa Universalis III Complete
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
Guess they can put complex compartments on those ships, firecontrols, floatations, each weapon platforms, bridges, ammo stores, fuel stores, engine rooms, etcs. I doubt if they will.
 

Big Nev

Field Marshal
6 Badges
Apr 21, 2012
3.292
1.973
  • Hearts of Iron III Collection
  • 500k Club
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
I doubt if they will too.

What percentage of players do you think know enough about WWII warship design (or are even interested) to actually come-up with workable ships?

Now teach the AI to design its fleet components in response to what the player is building.

Then there would always be those who would complain that the Italian 15” gun isn’t properly represented compared to the British, German etc. 15”. It would have to be generic.

I’d love to be able to do this, to define all of the major components, I really would, but I just can’t see it :(
 

Bluestreak2k5

Colonel
59 Badges
Apr 4, 2007
1.107
267
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Warlock 2: The Exiled
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
I doubt if they will too.

What percentage of players do you think know enough about WWII warship design (or are even interested) to actually come-up with workable ships?

Now teach the AI to design its fleet components in response to what the player is building.

Then there would always be those who would complain that the Italian 15” gun isn’t properly represented compared to the British, German etc. 15”. It would have to be generic.

I’d love to be able to do this, to define all of the major components, I really would, but I just can’t see it :(

Sorry let me explain a little clearer...

I'm not trying to say that you could pick and select which components to build a ship. I'm simply attempting to break things out to make naval battles more realistic.

This would work exactly like HOI3 where if you order a Battleship, It builds a Battleship, except this battleship would have preselected, unchangable battalion parts that it is made up of.

The battalions "parts" are simply there to make things more realistic in battle, for example destroying a Battleships Rear turrets, the firepower should drop in combat by 50%. Or if you score a direct hit on a carrier "flight deck" the carrier can no longer launch planes, and any planes that are in the air can no longer land. If there are no other carriers nearby, the planes must crash land and lose them.

I wasn't trying to say that you select up to 5 battalions and build your custom ship. The 100% strength bar doesn't mean anything though, it doesn't affect firepower or speed, or anything, it's simply a number that when reaches 0 the ship is sunk. At least by breaking the ship into components you can simulate damage and how it affects the ship.
 

RisingSun

Colonel
14 Badges
Mar 26, 2005
965
78
  • Arsenal of Democracy
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Europa Universalis III Complete
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
I am surprised not many want this ideas, the more demand that the players want is more likely they will add them (if they can figure it out and depend on how creative they are). Its more than six months before this will go live, so let wait and see what happen with the players and devs.
 

Mamluke

Lt. General
54 Badges
Sep 3, 2011
1.341
208
  • Victoria 2: A House Divided
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • BATTLETECH: Flashpoint
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Imperator: Rome Sign Up
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria 2
yeah, this might make naval warfare far more interesting and easier to understand then before.

I just fear that the devs will look at this Idea and think: "ho hell no! just think of the "balance" issues....
 

Bluestreak2k5

Colonel
59 Badges
Apr 4, 2007
1.107
267
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Warlock 2: The Exiled
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
yeah, this might make naval warfare far more interesting and easier to understand then before.

I just fear that the devs will look at this Idea and think: "ho hell no! just think of the "balance" issues....

There should be no "balance issues" you aren't customizing the ships at all. You build a Battleship, it already has there prebuilt parts that can't ever be changed. It's broken up to reflect more accurate battle damage from battle. There is no putting 5 AA gun battalions on a battleship or any customization, The ships can still all have the same values as they had before, just simply making the ships more realistic.
 

Big Nev

Field Marshal
6 Badges
Apr 21, 2012
3.292
1.973
  • Hearts of Iron III Collection
  • 500k Club
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
I really do like this idea.

To be implemented properly, you’d need to plot fall of shot. Just a random “what’s hit?” system that gets checked against armour to see if, for example, a hit on turret-A does knock it out.

Most shell hits would be on hull & superstructure or deck at long range rather than turrets (or other interesting stuff) with effects ranging from scratching the paint through cripple & beyond repair at sea to destroyed.

Too complex? No, I don’t think so. Just how many ships do you build in a game compared to divisions? And a ship with a couple of destroyed turrets may not be worth repairing.

And I’d like to see the damage shown on the animations in the combat screen too along with individual health bars.

And can I please tell individual ships in combat who I want them to shoot at and/or GTFO?

Something else I’d like to see, that I think would work well with this, is the timeframe altered for naval battles from an hour to rounds of 5 minutes.

I’d actually love to see the animated combat screen as an aerial view with the ships positions represented in 2D with full range of movement showing target, primary, secondary & AA ranges for each ship. I want to see Kurita chasing Taffy-3.
 

Jazumir

Field Marshal
37 Badges
Jul 21, 2009
4.452
374
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Darkest Hour
  • Cities: Skylines - Parklife
  • Stellaris
  • Tyranny: Archon Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines
  • 500k Club
  • Arsenal of Democracy
  • Crusader Kings II: Legacy of Rome
  • Victoria 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
Yeah, i do like the OP´s idea as well. If you think about space games, it´s a tried and proven system, too.

The OP has conceded customization of ships, and i do not quite see why - it would be really nice, if you could choose lighter turrets or less armor for a bit extra speed and/or less fuel consumption, say. If you could focus your destroyers on torpedoes or guns or ASW.

Any overhauling of the naval-battle-engine will require a new balance to come with it, anyways.
 

Bluestreak2k5

Colonel
59 Badges
Apr 4, 2007
1.107
267
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Warlock 2: The Exiled
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
Yeah, i do like the OP´s idea as well. If you think about space games, it´s a tried and proven system, too.

The OP has conceded customization of ships, and i do not quite see why - it would be really nice, if you could choose lighter turrets or less armor for a bit extra speed and/or less fuel consumption, say. If you could focus your destroyers on torpedoes or guns or ASW.

Any overhauling of the naval-battle-engine will require a new balance to come with it, anyways.

I conceded customization because it leads to problems of having to build a complete AI system to build and customize ships based on the enemy's forces. It also requires further development of GUI to allow people to customize. Then humans would also need to customize and build their own ships, something which most people would probably not know how to do, or would not do.

All in All customization of ships using this would lead to more problems, but could be added in mod's or expansions once the idea is in the game.

Once you have them broken out, you can also have "ammo" associated with each turret section, and a ship can no longer fight once all the ammo has been spent.
 

Mannstien

General
33 Badges
Jan 4, 2013
1.934
1.273
  • Europa Universalis III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Ship Simulator Extremes
  • Semper Fi
  • Victoria: Revolutions
  • Heir to the Throne
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Pride of Nations
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Victoria 2
  • Hearts of Iron IV: Field Marshal
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
Customization is really dealt with at the research level though so I don't see why you would need to do it prior to production. If you wanted a lighter ship than why would you waste all that leadership researching armor instead of engines or something else.
 

Big Nev

Field Marshal
6 Badges
Apr 21, 2012
3.292
1.973
  • Hearts of Iron III Collection
  • 500k Club
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
Customization is really dealt with at the research level though so I don't see why you would need to do it prior to production. If you wanted a lighter ship than why would you waste all that leadership researching armor instead of engines or something else.

In truth, I don't see that researching armour would necessarily increase the weight of a ship anyway. If anything, better systems of distribution & better armour, metallurgicaly, should actually make a ship lighter. Or better protected for the same weight.

And a "better" ship gun (weapon system) doesn't have to mean a heavier mount or larger calibre either. I know I keep using Vanguard as an example but... 1920s guns on a late 1940s warship.

Then there's all that Washington & London treaty rubbish that made most of the majors struggle with what they could fit in to a very limited displacement.

I really hope they include that.

PDS has a chance to make the naval aspect so much better. Forumites have been asking for improvements for years.

Come on Paradox. Give us this please.
 

Mannstien

General
33 Badges
Jan 4, 2013
1.934
1.273
  • Europa Universalis III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Ship Simulator Extremes
  • Semper Fi
  • Victoria: Revolutions
  • Heir to the Throne
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Pride of Nations
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Victoria 2
  • Hearts of Iron IV: Field Marshal
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
In truth, I don't see that researching armour would necessarily increase the weight of a ship anyway. If anything, better systems of distribution & better armour, metallurgicaly, should actually make a ship lighter. Or better protected for the same weight.

And a "better" ship gun (weapon system) doesn't have to mean a heavier mount or larger calibre either. I know I keep using Vanguard as an example but... 1920s guns on a late 1940s warship.

Then there's all that Washington & London treaty rubbish that made most of the majors struggle with what they could fit in to a very limited displacement.

I really hope they include that.

PDS has a chance to make the naval aspect so much better. Forumites have been asking for improvements for years.

Come on Paradox. Give us this please.

I agree, suppose I was thinking of the HOI3 research effects.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
In truth, I don't see that researching armour would necessarily increase the weight of a ship anyway. If anything, better systems of distribution & better armour, metallurgicaly, should actually make a ship lighter. Or better protected for the same weight.

And a "better" ship gun (weapon system) doesn't have to mean a heavier mount or larger calibre either. I know I keep using Vanguard as an example but... 1920s guns on a late 1940s warship.

Apparently this is a bad example since only the actual gun barrels were from 1920s, the turrets/barbettes and all supporting systems were heavily modernized:


"Captain William Gladstone Agnew assumed command on 15 October 1945. The end of hostilities following Japan's surrender reduced the need for new warships and consequently the ship was not commissioned until 12 May 1946. By this time, a total of £11,530,503, including £3,186,868 for the modernisation of the main armament, had been spent on producing Vanguard"


So actually it seems roughly a quarter of the total cost for the ship was spent on modernizing the main armaments, everything from their armor protection, habitability, protection of ammuniation, maximum elevation to the fire control and range finders was improved.
 

Beagá

Banned
74 Badges
May 27, 2007
13.783
4.044
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • For The Glory
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
yeah, this might make naval warfare far more interesting and easier to understand then before.

I just fear that the devs will look at this Idea and think: "ho hell no! just think of the "balance" issues....

The problem is the AI, not the feature itself. A human player will readily detach a damaged ship from a fleet to save the fleet. Na AI fleet might not do the same and the result is the player dogpiling the slowed fleet with everything he got. If the price for improved realism is an AI that can´t use the feature, it shouldn´t be included. But if the AI can handle it, sure, why not?
 

Big Nev

Field Marshal
6 Badges
Apr 21, 2012
3.292
1.973
  • Hearts of Iron III Collection
  • 500k Club
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
Apparently this is a bad example since only the actual gun barrels were from 1920s, the turrets/barbettes and all supporting systems were heavily modernized:


"Captain William Gladstone Agnew assumed command on 15 October 1945. The end of hostilities following Japan's surrender reduced the need for new warships and consequently the ship was not commissioned until 12 May 1946. By this time, a total of £11,530,503, including £3,186,868 for the modernisation of the main armament, had been spent on producing Vanguard"


So actually it seems roughly a quarter of the total cost for the ship was spent on modernizing the main armaments, everything from their armor protection, habitability, protection of ammuniation, maximum elevation to the fire control and range finders was improved.

Ah... yeah. The guns were 30 years old but everything else was either modern or modernised. I’ve got to stop thinking about the gun so much as the entire weapon system.

So... would an upgrade in fire control from say... 30 foot rangefinders & different coloured paint in your shells to direction by a mechanical analogue computer justify an increase in Sea Attack without the need to change the armament?

Because you've got that much better chances of hitting.

Followed by further upgrades in fire control to electro-mechanical computers with RADAR
 

Beagá

Banned
74 Badges
May 27, 2007
13.783
4.044
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • For The Glory
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
They already had naval customization in EvW, there's no reason they can't have it in HOI4.

The customization is the easy part. The hard part is making na AI that will handle it. Specially specific kinds of battle damage.

And the point of the OP change is EXACTLY having specific damage. Else, it´s pointless from a gameplay POV.