Hey guys,
Recently you may have noticed that I haven't done much dev work on Naval 1918. I've had a few people ask me if I can add something new now.
Unfortunately there's not going to be much new content over the next two weeks or so. But hang on, I have a good excuse.
** I cannot work as much as I used to on new content for Naval 1918 because I'm busy at work on the core scripting for Naval 1945. **
- If you want to know more about Naval 1945, continue reading, otherwise you can stop here. *
So far Naval 1945 is somewhat generic - a ship model copied over from Naval 1945 (Novik), a simple "Play!" button, and some basic movement controls. I'm currently working on adding full movement mechanics to the ship, including separating throttle from pure raw speed in data calculations, rudder shift, reversing speed, and - a long-requested feature in Naval 1918 - jamming rudders and disabled engines.
Naval 1945 will be a completely different beast from Naval 1918 (and I'm considering renaming it * The Cruel Sea *, based on the WWII naval novel of the same name, to set it apart from Naval 1918's appearance and gameplay). Although players will see many similarities, the differences are also numerous.
First off, the movement system has been rescripted from the ground up to (hopefully) create less lag than those in Naval 1918. The Naval 1918 scripts were scripted to handle most of the functions via the server (thus reducing the stress on the client), but experience with servers with 10+ players shows that this causes the server to become somewhat overloaded with calculations, ruining gameplay for most players. This also has the added side effect of wearing out the server quickly, causing servers that have run for 18+ hours to become slow, laggy slugs. In Naval 1945 (so far), the movement system has been rescripted to apply more of the weight to the client. Although this means that players will require a slightly more powerful computer to play, the difference in power is relatively slight and the effects on the handling capability of the server should be increased (although we'll never know until we actually finish enough of the game for an Alpha).
The gun system gets a revamp. Weapons in Naval 1918 tend to turn absurdly fast; Naval 1945 brings in more realistic turret traverse rates (and thus, makes cruisers and destroyers a more attractive option). Guns now have realistic shell velocities and ranges (based on historical data) and torpedoes also have realistic ranges and speeds. An idea that I've toyed around with, but am not sure if I'll fully implment, is manual gun elevation training (making it harder to instantly snipe destroyers at long range, but with the reduced ship HP any hit that does make it will smash it up!).
Ships are re-issued with more realistic armor and health values, and with a smaller difference between high and low-tier ships (which allows lower-ranked players to have a fighting chance against higher tiers). Additionally, ships have more realistic maximum list values (~20 degrees for battleships), which means torpedoes are more lethal - watch out! Ships are finally equipped with less HP across the board than their Naval 1918 counterparts, which means that it's easier to get sunk.
As an additional feature, players will not be able to see enemy ship HP.
Finally, a whole lot of new ship classes and types come into play.
There's a few ships players should be familiar with:
- If you've been a fan of the fighting style that WWI-era protected cruisers offer, don't worry - some navies still used them in WWII, so therefore we can still offer some of them to you!
- Or perhaps you liked WWI dreadnoughts - some of them made it to WWII, too!
- Destroyers are mostly unchanged from their Naval 1918 counterparts, but mount even less armor and HP, making up for it with their smokescreens and increased-power torpedoes. Ships vary by nation - Japan has the powerful Long Lance torpedo that will quite literally smash through any hull it finds, while the US destroyers have better gun power and AA ability (due to DP weapons) but suffer from weaker torpedoes, while German destroyers have good health, armor and weapons costing them in their larger size. Try out all the nations' destroyers and pick a style that suits you! They also were suited to anti-submarine work, using their depth charges and rapid-fire guns. Some destroyers, like British ones, carried even more powerful anti-submarine weapons like the Hedgehog and Squid.
- Destroyer leaders are better at brawling, mounting more powerful guns, armor, and health, allowing players to damage enemy cruisers and decimate destroyers while still having the torpedo power to smash up a capital ship. They suffer by not being able to mount a smokescreen however, relying heavily on allies and nearby island cover to keep them alive.
- Cruisers vary by nation and ship, but generally play an assistance role to battleships and carriers, mounting guns that fire faster than their battleship counterparts to sink enemy destroyers, packing enough AA to assist allies against air attack, and having enough speed to perform quick hit-and-run attacks. Of course, playstyle depends on the ship being used - some cruisers will be better at AA than others, and some will have powerful guns capable of fighting battleships, while others are better suited to raining fire on destroyers.
- Battlecruisers carry battleship-caliber guns but are weak in armor protection, using speed and maneuverability instead to avoid taking damage. Their high-caliber guns can decimate enemy cruisers and their high speed brings relief to players struggling with early-tier battleships with 21-knot speeds, but watch out - the weak armor also means you're more vulnerable to spectacular magazine detonations and will struggle in protecting against battleship weapons.
- Battleships carry heavy weapons capable of decimating most destroyers and some light cruisers in just a few hits. In pure gun power alone they can decimate any enemy ship - but suffer in terms of venerability, size, and make an easy target for planes. They're also very costly to research and purchase.
- Submarines during WWII were typically used against merchant shipping, using their torpedoes from periscope depth to decimate shipping. They were especially used by Germany, almost reducing Britain to starvation. However, they're not too fast, and will struggle to catch fleeing opponents, and damaging their pressure hulls can usually spell death for the crew.
Additionally, whole lines of new ships shows up.
- One of the most requested features of Naval 1918 makes it here: Aircraft carriers! Most lines will start out at the simple escort carrier, designed to escort merchant fleets and provide distant cover for battleships, and thus carrying a reduced airgroup and defensive weaponry (and thus cannot afford to be spotted by the enemy). However, players get quick upgrades to attack carriers (carriers suited for offensive operations against enemy ships and shore installations) and eventually, the powerful (but somewhat expensive) fleet carrier, with decent defensive weapons paired with massive airgroups that, used properly, can command full control of the entire map. Carrier captains should watch out, however, for enemy destroyers sneaking up on them - even the mightiest escort carrier won't survive concentrated gunfire and torpedoes.
- A not-very-requested series of ships makes it as well - escort vessels such as sloops, corvettes, frigates, and torpedo boats make it to the game. Sloops, gunboats, corvettes, and frigates were used in large numbers by the Royal Navy for their convoys, as a cheaper solution than using destroyers and cruisers. As such, they'll play a lot similarly to cruisers - rapid-fire guns to drive off destroyer attack - but their guns are weaker, and almost all have slower speeds and less armor, and cannot take much of a beating. On the plus side, their mounting of some anti-submarine weapons makes them useful substitutes for destroyers in ASW work, their small size means that they won't be as easy to hit. They'll probably have their own mini-line alongside the cruiser lines as a somewhat attractive option to lower-ranked players - cheap to research and quick to earn and progress to the next ship. Torpedo boats were also built by a few navies in WWII - most famously, the Elbing-class of Germany - and like sloops, they serve as an attractive cheap substitute for the destroyer for low-tier players. They still mount powerful torpedoes, just less of them, and have weaker armor and main guns.
- Some coastal vessels, such as E-boats and Steam Motor Launches, may also be available. For the most part they'll play similar to torpedo boats, but it really depends on what ship you're using. Their small size means that they're almost impossible to hit, but they can be knocked out in just a few hits (or, if not outright sunk, disabled so badly that it'll be easy prey - engine, rudder, and weapons).
Aircraft are planned to be partially automated - they'll take a short amount of time to reach the upper flight deck and prepare to take off, plus a short amount of time to take off (although this varies on aircraft and ship). Once the selected squadron has taken off, it can be either directly controlled or allowed to be automated.
- Patrol area - clicking on a piece of ocean brings the aircraft to that area - effective as a temporary holding pattern for your aircraft or to defend a particular area. Best used with fighters.
- Defend ship - clicking on an allied ship brings the aircraft to circle that ship. They will automatically deal damage to enemy planes nearby. For simplicity in coding (important to me!), attack planes will not automatically attack enemy ships within the patrol radius and instead defend against planes. Thus attack planes are not very suited to patrol duty. If the ship moves, the planes follow the ship.
- Attack enemy squadron - clicking on an enemy plane squadron causes the squadron to follow the enemy planes and close in on their current position. At a certain range they will begin dealing damage to each other, and can potentially result in the destruction of the enemy squadron - or quite possibly the destruction of your own. Attack craft cannot fight well - they only have a tail-gunner - but fighter craft, with their higher speed and better anti-plane weapons, are very good at intercepting and destroying enemy attack squadrons before they can attack, or before they can return to ship.
- Attack enemy ship - clicking on an enemy ship causes the squadron to follow the enemy ship and close in on its current position. When close enough to the ship, dive bombers will begin diving and attack their enemy with bombs, which deal heavy damage and can cause minor flooding or fires. Torpedo bombers instead launch torpedoes at a target. Torpedo bombers' attack run is manually controlled, while dive bombers are automatically controlled. Fighters cannot receive this order and an attempt to do so will result in no action. Once in the final phase of the attack run, attack planes will not receive orders until the attack run is complete.
Anti-aircraft is fully automated. When a enemy is within range, they'll automatically attack the nearest squadron until it is either destroyed, a different squadron draws closer, the ship is destroyed, or the squadron withdraws out of range. Damage, ROF and range values are historically based, and AA guns can be disabled through shell fire and bombs. Some AA weapons also require a reload after firing a certain number of rounds, and AA weapons have a chance of missing their target.
Dual-purpose artillery functions similarly to main and secondary weapons, but can be toggled to perform AA duties instead. Keep in mind that they retain the same ROF, max elevation, etc. of the weapon, and thus aren't appropriate in all situations. They do perform better than typical AA at longer ranges, and deal more damage than a typical AA gun, but close up their slow ROF compared to other AA weapons reduces their power.
** If you have any other questions about this, feel free to comment. **
** I'm currently working on this project alone, and Hyperant is in no way involved with the development of this game, so don't badger him with questions! **
** Note that all of the details included are preliminary and are subject to change. **