about 5 years ago - Paradox Interactive - Direct link

Transcript (by Youtube)


8s welcome to the second feature breakdown
10s video form and guns my name is Dan
12s Linden I'm the game director for how to
14s learn for focus today is going to be on
17s all the big naval changes happening in
19s this expansion naval combat has also
22s changed quite drastically on the surface
24s level we split up into two phases so
27s you're going to now have your task
28s force's chase enemy task forces visibly
31s on the map before even combat happens
34s this is the case where we can simulate
36s things like German Raiders escaping and
39s the kind of stuff as four combats we
41s completely redone the interface as well
43s so it's much clearer now the roles of
45s different ships and it lends itself the
48s historical compositions of it fleets a
50s lot better as well also to add some
53s drama and cool stories to naval combat
54s we are added a critical hit system so
57s for example your fancy battleship might
60s take a hit to its propeller drastically
62s reducing its speed of course you're
65s gonna have to adapt your strategy to
67s this you leave it behind when you need
69s to run with your fleet or you're gonna
71s make sure you have enough escorts to
73s bring it back to be repaired properly
75s speaking of repair there's gonna be a
78s big shift in the way your ships take
81s damage instead of these very decisive
83s battles with pushing more in a direction
86s where your ships will take a lot of
87s damage probably make it back to port to
90s be repaired but repairing is now no
92s longer free it takes quite a lot of work
94s so you have to dedicate dockyards we
97s have a fully new interface for managing
99s of the repair you can decide which port
101s or safety repairing for example how to
103s prioritize them and this creates a whole
106s different kind of layer of gameplay
108s where you need to make sure that you
110s take care of your fleets you can't just
111s use them as a one-off you need to be
113s careful with them now combat damage
116s isn't the only way your ships are gonna
118s take damage in the game anymore there's
120s a whole new mechanic about mines so you
123s ship might have been hitting enemy mines
125s as well this is sort of a way to add
128s conquest of the Seas kind of gameplay as
131s well so you can both sweet
134s as well as place mines and both for
137s defensive and offensive reasons so for
139s example mining your coastlines gonna
141s make it harder to invade it it's kind of
144s helped me there as a miner nation on the
147s offense but maybe not with a fleet
149s strong enough to challenge Britain can
152s be dropped in mines in sea lanes that
154s kind of stuff costs a lot more for the
156s for the big nations that clean this
158s stuff up to save their convoys than it
160s does for you to sneak them out in the
162s night so this adds kind of asymmetrical
166s gameplay options for weakened Asians
168s where they've normally not had a lot of
171s options in hot varam because of the size
173s of certain nations fleets to help
175s elevate the naval gameplay and give more
177s options to players we're adding a new
179s ship designer to the game that means
182s that you yourself can decide what kind
184s of capabilities ships are gonna have for
186s example a destroyer you can have
188s anti-aircraft guns you can have main
190s armaments you can have torpedoes you can
193s have anti Saab it's lots of different
195s options and all of these kind of come
197s with trade-offs so up to you what kind
199s of designs you want to do one have a
201s destroyer that can do everything have a
203s couple of different destroyers optimized
205s for certain tasks this goes for any ship
208s class as well of course when it comes to
210s the battleship you're probably going to
211s be seeing how many guns you can cram on
213s there
213s speaking of big ships as well they come
216s with a big investment so you want want
218s to improve them in the future as well
219s so we're adding a refitting which means
222s that you can send your ships back into
224s the production and have them refit the
226s good stuff and depending on what kind of
228s size here you know it'll take different
230s kinds of time so just slapping on some
231s anti-aircraft fire not a big deal you're
234s gonna be switching our turrets that's
236s gonna take you a long time maybe that's
239s time you want to spend to modernize your
241s old lady when it comes to your Admirals
244s they've done a similar thing that we did
246s in waking the tiger for your generals
248s there so you're going to be able to to
251s groom your Admirals now with traits and
254s new skills so we have three different
257s kinds of traits we have our noble traits
260s and these are the kind of things where
262s you're you're fighting in a certain
264s terrain or a climate so for example
267s your admin all become better in Arctic
268s waters maybe it's really good at hiding
271s in the shallows or or in the
273s archipelago's the more you fight in
275s these kind of terrains the better you're
277s gonna be at them this can leave you a
279s bit of a home advantage for example then
282s there's the the stuff that really lets
284s you tailor your Admiral's and these are
286s the assignable traits so these are the
288s ones you pick yourself and that means
291s you can sort of plan had for example
293s examples here is a concealment expert is
297s kind of a perfect match if you want to
298s have a submarine heavy force and let's
301s see fire torpedoes and fade into the
303s night without as high a chance of being
305s detected of course if you're running a
307s big fleet we carry us you might be
309s picking skills more attuned to that now
312s one of the biggest most important jobs
314s for Navy is to support your invasions
317s and we have another feature to help with
319s this as well and phoebius landing
321s vehicles now these come in two flavors
323s you have the mechanized infantry
326s carrying ones and you have the more
328s tank-like ones and the idea is that
331s these will help you crack the really
332s tough beaches late in the game but also
335s gonna help you say in Russia when you
337s need to get across a big river heavily
339s defended by the enemy now there's also
342s several smaller features that tie into
344s the naval theme so for example you'll be
346s able to train your navies in peacetime
348s you of course also will be able to train
351s your Air Force now as well there is new
354s diplomatic options so you can request
356s docking rights will be neutral so for
358s example as Germany you'll be able to run
359s your submarines out of Spain to reach
361s into the British Empire easier there's
365s also more control over actually where
367s your shipping routes are going so you
369s can mark areas that you don't want them
371s to go through review marked as too
373s dangerous meaning that you can
375s effectively add another layer of
377s strategy on to this the submarine
379s warfare here because you can concentrate
382s what you want your routes to go you can
384s move them around if the enemy is too
386s easy time to go there for example of
389s course this will come with trade-offs
390s and cost of amount of convoys you need
392s and that kind of stuff man the guns is
395s going to introduce fuel as a new
396s resource now fuel is used by your most
399s powerful
400s units Air Force your your Navy in
404s particular tanks and trucks and this is
407s a kind of resource that you need to
409s think about when you're going to use so
411s pre-war years it's very important to
414s build enough stockpile of the fuel
416s because it's gonna be hard to to get
418s access to it once you go to war with
420s people depending on inside of course the
422s Allies might have an easier time here so
424s it really becomes this this strategic
427s layer of when should I be using this
429s powerful resource and stuff and when
431s should I be deploying all my Armed
432s Forces I can't really put my entire
435s fleet to work all the time anymore
436s because then they're going to eat up
437s your entire stockpile of fuel now you
440s have a lot of control over the size who
441s your stockpile as well so you can build
443s silos you can build refineries to help
445s out if you don't have access to to oil
447s directly in the world or you don't get
450s enough from trade for example I think
452s this is gonna really shake up people's
454s strategies you're gonna need to think
456s quite differently on when you need these
458s resources and how much of them you're
460s going to need and when to use them so
462s that wraps up this feature highlight
464s video we've been talking about a lot of
466s different changes happening to the naval
468s gameplay in the hot so Erin and I hope
471s you look forward to actually playing the
472s expansion
482s you
about 5 years ago - BjornB - Direct link
It's less than 24 hours to go to the release of Man the Guns. Let's take a moment and listen to the silky voice of Game Director Dan Lind as he talks about Naval and Fuel Mechanics in this second feature highlight video

https://www.youtube.com/watch?v=R57qHxEUO3I

https://store.steampowered.com/app/815460/Expansion__Hearts_of_Iron_IV_Man_the_Guns/