Topic-icon Version 1.6 development worklist

Naval War HQ created the topic: Version 1.6 development worklist

1 year 8 months ago

Hello all,

It's been a while since I could work some more on improving the ruleset. Due to Covid no further games could be played and my usual pool of players did all but dry up. Recently I've found a new group of players who were willing to play some games and give me (lots) of feedback on the game, so I've started to gather some more rules revisions. Primary goal of this version is to streamline. I am planning on reviewing the rules to see where we can remove or simplify anything.

In the download section you can now find a new category with a link to my one-drive folder with the beta files.


Changes so far (worklist):

- Air groups now generate an order token when containing 3 flights instead of 5

- One of the main changes is the changes to the datacards:
- I used to publish 2 different versions: one version in the reference guide and the excel fleet builder, and another version as a deluxe datacard. This has been condensed into one version. A little less fancy than the deluxe card, but more uniform between the different mediums.
- The structure of listing the weapon systems has been changed. Now each weapon system is shown on one row instead of multiple rows for each firing arc. The firing arc has been added as seperate columns. This removes the need to scan the datacard for multiple weapon systems of the same type. It is also visually more easy to identify the different weapon systems.
- A class code has been added to the datacard: BB, DD, CA, CV, etc.
- All red squares for disabled systems have been removed. If you have crossed off the green and orange square, it is already evident that the system is disabled.
- The little black hull point has been replaced by an ordinary hullpoint, if the final hullpoint is crossed off, the ship is sunk.
- AA DP guns are now listed in the AA row, with a seperate damaged status, again removing some special rules to handle DP guns.
- Arc abbreviations have been replaced by simple arrow graphics. This is also the case for the torpedo banks and the rudder.



- The flagship and fleet flagship status has been removed. I found that the flagship and fleet flagship did not add anything valuable to the gameplay (besides painting a target on the flagship). Playing without it did not have any significant effect on gameplay.

- Turning will now happen with 45 degree turns per 5 cm instead of 90 degrees. This will make turning a little less instant and a bit more predictable. It will also make the slower ships less maneuverable than the faster ships.

- I really want to remove the fuel tokens from the aircraft, but I am still not sure how to solve that.


Please let me know what you think about the changes so far and if you have any other rules that should be reviewed.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
Last edit: 1 year 4 months ago by Naval War HQ.
The following user(s) said Thank You: Beldran, Beethoven

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Beethoven replied the topic: Version 1.6 development worklist

1 year 7 months ago

I think the changes are good, especially the changes to the guns on the data card. But, the arrows for the torpedoes on the datacard are confusing me I can't quite tell which direction they are supposed to fire.

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Naval War HQ replied the topic: Version 1.6 development worklist

1 year 4 months ago


Well, left arrow to port and right arrow to starboard. If both arrows are in the same box, the tubes are on the centerline and can fire either side. If the arrow is up the torpedoes can only fire from the front arc (this is usually the case with submarines)


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-

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NicolasLL replied the topic: Version 1.6 development worklist

1 week 4 days ago

Hello. I played a game this week-end with the new rules and it worked fine. Honestly I never used the flagship rules before, so... But the change for 1 order token for the 3 flights groups is something. Also, the new hit localization is faster to read.

But are the new "deluxe" datacards available to download ? The new cards are much easier to read, and to list the disabled weapons.

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Naval War HQ replied the topic: Version 1.6 development worklist

1 week 4 days ago

Hello Nicolas, and welcome to the forums! I am currently working on a next iteration of the datacards, that would result in an uniform design for the Fleet-builder, deluxe cards and those in the reference guide. If you like to take a look at it? Feedback is appreciated.

Main changes:
- All damageable parts have been moved to the edges of the card, that way is also facilitates other ways of registering damage like clips etc.
- Weapon entries are now uniform in appearance
- Better layout and design.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
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NicolasLL replied the topic: Version 1.6 development worklist

1 week 4 days ago

You introduced some precision in the speeds. It will be nice to have some light difference between ships in some "race" event. I just can't figure how much it will slow done the gaming to check the right speed.
About the design, I think it's real improvement. But there's things to check.
You forgot the ship's size.
I would give more space to the hull points, as they are the more critical record. Maybe put them up, just under the ship's name. And put the special things down.
Really clear for the armements, excepting maybe the reading of the forward and aft arrows. They look really similar. I would try a color code, green for forward, red for aft.

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Naval War HQ replied the topic: Version 1.6 development worklist

6 days 13 hours ago

I've added the ships size, good catch!

As for the speed, I've revisited the database and changed the reference table to give a bit more variety. Before it was 5-10-15-20

The new situation:
Knots Game speed (cm)
0 3
5 6
15 9
25 12
30 15
37 18

As for the hit points, I've purposefully moved them to the bottom, so players that want to use trackers like the ones on the VAS cards can use them. Clips will also work.
I'm undecided on the arrows, I'll take a further look at it.

Thank you for your feedback!


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-

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