Campaignso far nothing was shown but i expect rule the waves rip off at least since it's hard to mess up copying something good it should be good too. I hope for some improvements over RTW like battlegroup creation and doctrine settings, this might be one of my biggest draws for the game provided that everything else is passable.
Now, let's keep in mind that RtW2 is the prequel [edit: SEQUEL, of course] to RtW and has a couple of years of development, fixing and expanding under it's belt, so it isn't really fair to compare the two games directly but, yeah, in it's current state?
RTW engine is pretty light, allowing a lot of abstraction a game like UA:D can't. But it is also the result of Y.E.A.R.S of active development. Rule the waves is only one game with the engine, they also released Steam and Iron before that who was pretty much only the core battle system with no campaign and only historical scenarios. They had a painfully long beta for the two RTW. And yet today there is still lot's of things that are underdevelopped (battle generation, anyone? Yes?)
RTW is a superior game because it had at least 8+ years of development (Steam and Iron posts are as old a 2013) and you can bet the developement started way before that. Of course this is with no 3D engine whatsoever. Pathfinding is easier to code like that: have you tried colliding with ships in RTW? Most of the time there is an auto avoidance with RNG, a thing you can't do that easily in a 3D engine. Shell trajectory is just some number to write with no need to see if they go under the waves before reaching their target. Ships are just some grey blocks, with no visible subdivision and a rather strict (if realistic) turret placement. You can't actively avoid torpedoes, ect.
Ship designer on the other hand seems to be flawed from the inception too, the snap togeather aproach sucks and whats funny the ships usually look like ass, especially the ai ones. It limits the creativity and missed key aspects of ship design while having no real beneftis. It's really not hard to make streachable hulls and variable machinery space and citadel size. Hull is not really a complex shape and dynamicly calculating the space which can be used for machinery and barbettes thus creating the citadel is something someone after weekend coding camp could do.
It looks to me like amibition of the game is not to do something new or better but just to copy the idea of rule the waves and dumb it down for wows players and people who care about graphics more than gameplay.
This was especially true the day we learned that the first UA:D dev team was three people. We'll see how this go with the new expanded one, even if it will mostly be slow. Graphics are a good way to attract a portion of the playerbase, for better or worse UA:D is a decent looking 3D game. We'll have to wait and see if they can improve in the areas where he is clearly lacking (ship designer, battle UI), add the missing features (crew, for exemple) and if he can deliver an enjoyable campaign. While retaining it's good look. I agree that it was probably a mistake to go 3D.
WoWs is not in the same league, period. At it's core it is a pretty good arcade game about warships, with nice graphics, fast battles, decent skill cap with several layers (captain skills, armor angling, concealment, consummables..) good selection of vehicles, ect. We can endlessly argue about game balance (OK: it's garbage, let's not argue anymore) or monetization (OK: it's even worse) but the base game is fun and if you like warships and want a multiplayer action game it is pretty much the only game in the market.
Real naval battles on the other hands are slow. Shells are splashing everywhere. Turning a ship is slow. Firing guns is slow. There is no island cover, no capture point. Rendering the whole ordeal in 3D often make the game even slower. Just plain old battle between two battle line that can last several hours and most of the time ends up inconclusive. There is not much in term of gameplay there, you set a basic strategy, plot a course, sometimes pick a better target. But in most naval sim what you do is just wait for something to blow up in the distance after doing some menial micromanagement. It's not necessarely a "bad" gameplay, but I don't think that WoWs one is worse.
3d is fine but i agree that for a team studio it makes ship design and ship models harder and more time consuming to implement. What i meant is that the combat engine can run on 2d logic and be more abstract, we don't need fully simulated 3d world. 3d can be just a visual overlay, thats what i meant.
As for wows it has warped the idea of naval combat for a huge ammount of people which are the potential playerbase for this game. Things like bow tanking, unlimited torpedoes, unrealistic smoke we have now are very wows like and whats worse it might be what majority of people want. You can look at the forum and find out that people are more excited to get 20 inch guns so they can build a snap togeather kit of their ship from wows than to have serious problems that weren't touched or adressed since alpha fixed.
I still absolutely adore UA: Dreadnoughts and remain completely baffled by its lower review scores. I try to avoid this as a blanket rule but in this case I think it honestly just has a toxic community for whatever reason. In my opinion it is the game RTW 3 seeks to be, plus amazing visuals and very friendly UI.
I think, among so much other things, I would gladly vote for a proper tutorial, or at least some kind of codex to reference instead of an external manual. The early game helps, if you start in 1890s, just because all of the new mechanics are introduced gradually with their technological development. Still it is not an excuse I can make for a modern wargame.
"Rule, Britannia!" is a British patriotic song, originating from the 1740 poem "Rule, Britannia" by James Thomson[1] and set to music by Thomas Arne in the same year.[2] It is most strongly associated with the Royal Navy, but is also used by the British Army.[3]
The song was originally the final musical number in Thomas Arne's Alfred, a masque about Alfred the Great, co-written by James Thomson and David Mallet and first performed at Cliveden, the country home of Frederick, Prince of Wales, on 1 August 1740.[4]
In 1751 Mallet re-used the text of "Rule, Britannia!", omitting three of the original six stanzas and adding three new ones by Lord Bolingbroke, to form the repeated chorus of the comic song "Married to a Mermaid". This became extremely popular when Mallet produced his masque Britannia at Drury Lane Theatre in 1755.[6]
Married to a Mermaid tells the story of a young man, in some versions a sailor or a farmer, who falls overboard from a ship and is married to a mermaid, and later rises from the sea and says goodbye to his comrades and messmates and his ship's captain. It is a traditional sailors' song and regularly performed by choirs, and its lyrics have many versions. A version written, composed and performed by Arthur Lloyd has the lyrics: [6]
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