Important Dates

Latest Posts

Topic: Commerce raiding in Naval Warfare

mxb2001
Avatar
Topic Opener
Joined: 2019-05-20, 18:49
Posts: 310
OS: Linux
Version: 1.2
Ranking
Tribe Member
Location: The land of the thirsty spider
Posted at: 2024-12-19, 17:53

Apologies if already suggested (not been following the naval warf posts that closely) but after finally trying NW out properly I was crestfallen to observe I can't attack enemy transport ships!

Having read the fabulous exploits of the Admiral Scheer I was wanting to sink all their transports.

Yes, I realize it also requires the ability to escort so you can protect your shipping. And that will require converting a lot more warships than usual.

Perhaps more than 1 class of ship? I suppose eventually WL can have ships of the lines (first to third rate), frigates and cannons/catapults (for the amazons and sumatrans) on all of them.


--
To Boldly Go Where No Man Has Gone Before

Top Quote
tothxa
Avatar
Joined: 2021-03-24, 12:44
Posts: 490
OS: antix / Debian
Version: some new PR I'm testing
Ranking
Tribe Member
Posted at: 2024-12-19, 19:12

mxb2001 wrote:

Apologies if already suggested (not been following the naval warf posts that closely) but after finally trying NW out properly I was crestfallen to observe I can't attack enemy transport ships!

Just like you can't attack the land economy of other players. So IMO this is the right thing.

Perhaps more than 1 class of ship? I suppose eventually WL can have ships of the lines (first to third rate), frigates and cannons/catapults (for the amazons and sumatrans) on all of them.

-1

Naval warfare was needed to make win conditions like Autocrat work when the map has separate islands. But it shouldn't be overdone, because that would turn Widelands into a completely different game.


Top Quote
hessenfarmer
Avatar
Joined: 2014-12-11, 23:16
Posts: 2747
Ranking
One Elder of Players
Location: Bavaria
Posted at: 2024-12-19, 20:48

tothxa wrote:

Naval warfare was needed to make win conditions like Autocrat work when the map has separate islands. But it shouldn't be overdone, because that would turn Widelands into a completely different game.

100% agreement on this


Top Quote
Nordfriese
Avatar
Joined: 2017-01-17, 18:07
Posts: 2076
OS: Debian Testing
Version: Latest master
Ranking
One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2024-12-19, 21:05

Same. In my original idea for the implementation I planned on a third class of ship that would attack hostile transport ships and confiscate their wares. And any type of ship would be able to fight, and there would be an economy to produce and distribute cannonballs to ships (instead of the costless fighting we have now)… at one point I had a semi-functional branch for it, but I could not think of a way to implement this feature that didn't force the player to think a lot about military tactics and strategy or added real value to the economic side of the gameplay. So I scrapped this direction of coding.

I still think that if someone can design a way to implement this feature that focuses on the economy and does not emphasise fighting, it would be really cool to have, but unfortunately I doubt this is possible at all.


Top Quote