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Rule The Waves 3: NWS partners with Matrix Games to publish their grand fleet management game: Now in beta testing

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https://www.matrixgames.com/news/rule-the-waves-3-announced

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Luka-boy

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Announced?

It's been known for monthts now in the official RTW forum that the expansion for RTW2 was now RTW3, with a release in multiple platforms too.

I never thought I'd see RTW in Steam.
 

mondblut

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What's gonna change? I see "missile launchers" and that's it. Another 20 years timeline extension? :roll:
 

Andnjord

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You can see new stuff like 'Fleet Morale', 'Officers', the name of a commanding officer and most interesting, 'Division motherfucking Editor' in the first linked screenshot. RTW2 also had a bunch of under the hood changes compared to RTW1 that impacted the early game that weren't that obvious, so who knows what else there might be.

I had no idea this was coming.
:bounce::bounce::bounce::bounce:

Paging Dayyālu and ValeVelKal in case they're still hanging around.
 
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Dayyālu

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Yeh, the official threads were rather clear (even if I find a bit iffy that we went from "missiles will be added in a patch" to "missiles will be added with a DLC" to "buy the sequel"). Also, Matrix Games, hummmmmmrm.

We'll watch it with some interest.
 

ValeVelKal

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Yes, I have been following that for a while - I am more interested in the 1890 start actually. I was itchy to start another Succession Game, either here or... you know where. One of the reasons for not doing it here (the raving clique) got solved, so I don't know.
 

Andnjord

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Yes, I have been following that for a while - I am more interested in the 1890 start actually. I was itchy to start another Succession Game, either here or... you know where. One of the reasons for not doing it here (the raving clique) got solved, so I don't know.
Quoting a local poet about this:

I BOUGHT THE GODDAMN THING AND IT FEELS PROPER THAT YOU MAKE THE THREAD BECAUSE I AM LAZY
Game is not out yet, you could call this reverse shotgun.
 

oscar

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The third game in the series confirmed for release on May 18th. Truly excellent games for anyone remotely interested in 20th century naval warfare (and now covering 1890-1970). Main differences seem to be:

- Addition of officers:

Every ship above the size of a destroyer will have a captain, while all divisions get a divisional commander.
Officers have ranks, and can be promoted; they have personal traits that can evolve as they age. Officers get a detailed personal history. They can be re-assigned, sacked, retire and expire from old age or die gloriously in battle (or be rescued from their sinking ship). They can be experts at maneuver, engineering, rate of fire, accuracy or diligently work to improve ship morale, but they can also be terrible administrators, lousy motivators, overly devoted to exercise or music, have a tendency to have ill-advised affairs or even fight duels.
Depending on your inclination you can exercise intimate control over promotions, assignments and sackings or you can ignore the entire system and let the AI handle it for you.

Apparently their personality will also influence their behaviour when (presumably) out of direct control what tends to happen a fair bit in this game.

- Improved AI. More aggressive destroyers, less suicidal carriers, less shooting at already sinking ships when other foes are about. AI will generally build more destroyers and take note if you start building behemoth battleships and attempt to counter with their own similarly overgrown designs. Importantly AI nations now fight each other too. AI will generally avoid fights in constricted waters once air power gets serious and there's a morale system that will influence the behaviour of fleets.

- More post-WW2 tech (the game continues to 1970 now). A variety of different style of jet fighters (though old carriers will require extensive refits to operate them), helicopters useful for ASW, radar-directed AA guns, missiles (both air-to-surface, surface-to-air and air-to-air) which will start to dominate combat by the 60s and ship point defence

- Expansion backwards to the 1890s with combat in this era being short-ranged and highly inaccurate, very short ranged torpedos and compound, nickel-steel or Harvey armour. Sounds like battles in this time will be very up close and personal (it's hard enough to sink anything in the first ten years of the previous game due to general inaccuracy and guns having not yet caught up to armour).

- Reworking of submarines to allow you to move them between regions (though this can be automated) and making long-ranged submarines more useful. Missile subs are in but no nukes unfortunately (presumably these conflicts are limited conventional wars) :cry:

- Addition of China and Spain. New Baltic region too (the previous North Sea region did feel a bit too large)

- Treaties now have negotiable tonnage limits with the player having input into these

Very excited, easily one of my favourite games of the past few years that is a lot of fun and produces some white-knuckle tension from seeing your carefully designed ships chucked into the fray with shells and torpedoes flying.

Now available on Steam too!
 

Joggerino

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It's really fun managing your ship classes, doing improvements and refits, discovering new tech, etc. I believe the third game is introducing missiles? I know the second one got us into the carrier age.
 
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Norfleet

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Does that mean it will contain controllable, playable submarines? After all, that's the end of the carrier age that people haven't quite realized yet...carriers don't really have a good answer to submarines and missiles fired from submarines.
 

Luka-boy

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I'm watching the 1890 Germany playthough Tortugapower is doing and for the most part it's the same but bigger, with some new mechanics and some QoL improvements. Nothing wrong with that, especially considering it will now have more exposure thanks to the Steam release so the more polished it feels for those new players the better.

The important part is if the game will be interesting after the 1930s when air power changes everything and then after the 1950s when missile warfare became another game changer.
 

oscar

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The second has options to slow down air power development if colossal battleship and heavy cruiser gunnery duels are more your speed. The game (thankfully) very much lets you play it your way with a large amount of (reasonably competent) automation or auto-design options if you have no clue what the ideal armament for a 1940s light cruiser is or how many light cruisers and destroyers a battleship should have as escort or and the third seems to be going even further if you have no clue whether deploying your subs to the North Atlantic or West Africa is more efficient. In fairness neither did a lot of the historical navies in this time period (and it's hard to do much worse than some of their baffling designs, doctrines and decisions but I guess hindsight is 20/20).

I very much like the sound of the officer system (especially their traits being often 'hidden' until exposed to a decent amount of combat. On paper David Beatty seemed like the perfect officer (proven record of extreme bravery in action, handsome and dashing, aggressive and determined) but proved to be terrible for Britain in WW1 (reckless over-aggressive behaviour, over-emphasis on speed of gunnery against training accuracy, inability to properly signal or communicate, used his popularity and connections to throw his far more intelligent and diligent superior Jellicoe under the bus after he'd saved his ass) then oddly enough proved an excellent post-war First Sea Lord (successfully preserving funding for the Royal Navy and maintaining its morale).
 

Reina

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AI nations now fight each other too
:yeah:

The second has options to slow down air power development if colossal battleship

I just hope that they've overhauled missions after appearance of airpower, as some of them meant literal suicide for the attacking squadron. Maybe also toned down airpower in 30s and 40s, because RtW2 in that regard was a but too Douhet-ian, while reality has proven that strong AA systems were more often than not enough to protect the large battleship formations, at least until advent of jet aircraft. IIRC in RtW2, if your fleet gets assaulted by bombers, you can start saying goodbye to your prized vessels.
 

Norfleet

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The important part is if the game will be interesting after the 1930s when air power changes everything and then after the 1950s when missile warfare became another game changer.
After the 1950s, when everything that is not a submarine is a sitting duck.

AI nations now fight each other too
:yeah:
Don't get too excite. Usually AIs fighting each other in these kinds of games rapidly destabilizes the map as the AI tries to treat the real world like it's the Thunderdome, but sides based on real life are not actually balanced for this. In the real world, the weaker nations band together to counterbalance the stronger one, but in games, they tend to just eat each other and collapse.
 

Joggerino

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You don't really collapse in this game, and your nations strength is not something that can change significantly.
 

Norfleet

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You don't really collapse in this game, and your nations strength is not something that can change significantly.
You say this, but the most likely outcome even if a nation has some kind of impregnable baseline from which they can't be dislodged is that they get spawncamped into irrelevance as their units get destroyed instantly and they blow through all their resources trying unsuccessfully to escape a spawncamp.
 

oscar

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40 dollars for a win98 spreadsheet simulator, wow!


That produces some of the most hair-raising and satisfying battles I've played in any game ever. The UI isn't nearly as hard to master as it looks (speaking as someone who could never truly come to grips with Dwarf Fortress). Ship design isn't too intimidating too once you understand some basic principals (and tbh hard to fuck up worse than some of the real world designs).

Started a game as Italy and fighting Austria-Hungary now in 1903, a lot of fun. The officer system is very fun.
 

Joggerino

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You don't really collapse in this game, and your nations strength is not something that can change significantly.
You say this, but the most likely outcome even if a nation has some kind of impregnable baseline from which they can't be dislodged is that they get spawncamped into irrelevance as their units get destroyed instantly and they blow through all their resources trying unsuccessfully to escape a spawncamp.
Spawncamped? Worst case scenario is you lose the war and some colonies with it. Good news is, since your ships got blown up you're now swimming in cash and can rebuild, using new modern designs and hopefully applying lessons learned from the lost war. In a few years you get your chance for a rematch.
 

Norfleet

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You're missing something important: This is how HUMAN players respond. AI players do NOT behave this way: They just crash headlong into disaster after disaster, starting or otherwise getting into endless fights that result in chaining defeat on defeat in a snowball of failure. Thus, when AI players fight amongst themselves, it tends to become an elimination in which the losing nations rapidly lose all their bases.
 

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