over 5 years
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Paradox Interactive
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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 |