We'll be answering questions here over the next short while. We'll try to get to as many as we can. Please try to stay on the topic of the Naval Warfare update. Thanks!
External link →We'll be answering questions here over the next short while. We'll try to get to as many as we can. Please try to stay on the topic of the Naval Warfare update. Thanks!
External link →We'll be answering questions here over the next short while. We'll try to get to as many as we can. Please try to stay on the topic of the Naval Warfare update. Thanks!
External link →Are Devs going to address Colonials late game PvE?
The Ballista is likely to receive some improvements, but please temper expectations tweaking will be ongoing during dev branch.
Submarines exclusive. Why?
Understandably, much of the focus is currently on what makes the Submarine special but it's important to also understand that the Destroyer is going to stand out as one of--if not the most--exciting ship to play. Its mobility and versatility give it the widest set of mission profiles of any other ship, giving it the capacity to perform practically any naval task, free of additional support.
What we are aiming for in terms of roles for each:
The Destroyer can maneuver quickly and move fast. It can disrupt an Offshore Platform operation and endure even a sizable rebuff. It can provide fire support to an amphibious assault even in the early-game. And it can outmaneuver the larger battleships of the late game by keeping them at range, and act as a lower crew-count complication while the larger battleships close for the kill.
The Submarine will be unparalleled for sneaking into an enemy's logistical supply line and causing chaos. We also know that there will always be a keen interest in submarine gameplay if for no other reason than to explore the depths.
Battleships will have the most amount of firepower out of any naval vessel, which both factions have access to.
To answer the original question more directly though, we wanted both factions to have something that feels unique and exciting rather than just take the less interesting (but arguably safer design route) of making them the same. Both sides already have Gunboats and Battleships. What inspires us a lot is how different sides had different technological strengths and weaknesses in the historical world wars. Even if these ship classes are added to both factions in the future we want to do it in a way that follows this philosophy.
Finally, if you've been around long enough you will know that Foxhole will continue to evolve. What we revealed today represents the beginning and not the end of Naval Warfare.
Edit: Dev time was also a factor in getting more ships into the update (ngl these were some of the biggest pieces of content we've ever done and getting one done was tough let alone several), but not necessarily the main factor. Sometimes in game dev it's a combination of factors that leads to decision. It's never just one thing or another, especially with a game as complex as Foxhole. Just wanted to mention it as I've seen this come up in some discussions.
When can we expect patch notes to be released?
They will be phased in. The initial set of changes should arrive in dev branch next Tuesday.
Could you guys reveal more of new field cannon gameplay? As they have to be stationary now im guessing that they will have other stats reworked to compensate for it
Yes some reworking will happen for some, but not necessarily all. The heavy AT and cannons will have some improvements, but details will come in dev branch.
Great job in naval update devteam, it looks sick.
Question: infantry combat is often the first and only role new players try in the game before deciding if they will stick around or seek other pastures. Back in update 46 mark made comments about an infantry rework. Can we expect to see any changes to infantry combat outside of new kit in any future updates. I personally feel the bullet stun is in need of a rework as it doesn't allow infantry to close ground and run to cover tactically and effectively. Would you consider making changes to certain animations that currently lock us in place, things like reloading and changing stance with grenades?
Looking forward to taking to the seas.
Fwiw the dev team feels the same. Many of us our itching to revisit many parts of infantry gameplay. No solid plans yet to announce but its still on our radar.
as a fan of the game, this is exciting, but as encouraged by foxhole's design, i play closely with a colonial regiment, leaving us unable to meaningfully engage with submarines and their new systems. Are there plans for a colonial submarine?
There are plans for more ships in the future for both factions, including more submersible ships and other types of vessels. This release represents the beginning of and not the end for Naval Warfare.
Are more ships going to be introduced like wardens get their own Destroyer and colonials get their own Sub?
will the nukes still permeantly kill targets they hit or are they now just another late game siege weapon
They will still permanently destroy structures like the previous versions of rockets.
With this new map layout, will be ever see non-NvS wars again? Naval for an exclusively EvW war looks impossible, especially considering the island hexes would be backline... Diagonal wars would also be really weird to play. Is there a possibility that the map would see slight variations in waterways and hex placements to allow non-NvS wars?
We have accommodated for non-NvS wars in the design. It may make for more niche layouts, but EvW can work for some wars still.
How do you think this will affect foxhole going in to the long term? With player counts that rise and fall, things like this that require a very significant investment of player counts might get difficult if less people come around. Do you think this will be a struggle for the health of the game, later down the line?
To be honest this is always a concern for us and any other online game. We've been going 6 years strong now with Foxhole and things have worked out alright so far. We can't predict the future but we can only do our best to continue to improve the game.
How will the new towed resource trailers interact when a truck driver interacts with a inventoried structure? Is it like small trains or is it independent of the truck?
Also, can fuel trucks and resource haulers tow these resource trailers as well?
There are plans for more ships in the future for both factions, including more submersible ships and other types of vessels. This release represents the beginning of and not the end for Naval Warfare.
Right now it's independent. We'd like to add additional QoL here in the future if possible though.
Will collies ever get a sub of their own?
There are plans for more ships in the future for both factions, including more submersible ships and other types of vessels. This release represents the beginning of and not the end for Naval Warfare.
Reposting my response to another similar question.
Even though I disagree with your choice here, I can respect your decision to go this way with it and I'm really glad you gave an explanation as for why you felt it was best. I'm hopeful that the wars to come will pan out the way you expect.
There are plans for more ships in the future for both factions, including more submersible ships and other types of vessels.
Thanks. In case it helps, see my response here to another question below asking about Submarines.
I had full confidence that you guys would eventually level the playing field, you have a really good track record of always smoothing things out with time.
The part I disagree with is shipping the update with this much of a divide in capabilities. But you clearly have put a ton of work into the submarines and it seems like it's been quite the technical feat (along with other technical feats this update, huge round of applause there) so I can't blame you wanting to include it in the major naval update.
In the past, there's been similar things happen, just not to the same extent. I'll use Inferno since it's recent but it's not the only example. When rocket artillery was first added, we had a clear line in the sand drawn between Wardens and Colonials. Wardens get high fire/ low damage, Colonials get high damage/ low fire. Even though it was a munition type that was distinctive to one faction, the mechanics were still present on both sides. Both sides got to play with both fire and rockets, but their faction's playstyle for fire and rockets were different and unique. The Skirmisher doesn't play the same as the Skycaller and the Hades Net isn't similar to the Wasp Nest at all, but at the core they're the same mechanics and the same features. Even the 94.5mm/75mm platforms added followed the same sort of logic (just to a much lesser extent).
I have full faith in you guys, and I'm hyped as hell for everything added in this and future updates. I know I'll have a ton of fun in the Conqueror, and no doubt will enjoy the Colonial sub when it comes. But I do hope this degree of mechanical imbalance at a major update isn't going to become the norm.
Love you all at Siege Camp, hope you get some rest <3
Fair points all around and I won't claim our development process or decisions are perfect as we're constantly learning. The only claim I got is that we've been and will continue to be as committed as we can to Foxhole's development. Happy to take your above feedback into consideration in the future.