I liked all of it. Microprose: the action is simulated, the excitement is real! I would love to join a live Q and A session talking to the chat. This game is going to beautiful, I like how there is a TMA feature, including sonar, radar, visual, and esm together for target analysis. Stacking dots in a larger area, with multiple contacts in the missile age. I've waiting for this game since red storm rising came out. You can do land battles is going to be an interesting feature. Making missions like a land strike, intelligence gathering and full on carrier campaign is going to be pretty fast. Can't wait to play, Thanks!
Man, i remember reading Red Storm Rising, growing up on Hunt for Red October, and playing Harpoon. Sea Power is all this combined and with great graphics. Gonna play a lot of it. Thanks for the sharing the info. DC is probably something i await most.
More countries, even if as DLC, would be great. I'd like to play our French Navy, of course, but most of all I'd be delighted to be able to have this in a WW2 set up.
I was interested in this game, but after hearing the devs I am sold and will be buying on day 1. The game seems like "Command: Modern Air / Naval Operations" but with great graphics and a lot of the tedious stuff removed. I'll be interested if they do add more features from CMANO like telling a squadron to operate in a certain box, etc.
Something that i'm hoping for with the dynamic campaign is that they actually have as much War on the Sea features as possible. WotS has some really good mechanics, first of all is the points system that gives you an option to choose which specific ships/sumbarines you want to have in your fleet and the composition of your task forces. Secondly something that worked really well is the base building and land battles, the best thing about this one is that it actually makes merchants meaningful and something you'd really want to have as much of in order to progress quicker or at all. And the third one is recon and planes on a strategic map, recon planes could work really well with advanced electronics that Cold War timeline provides where ships could be spotted 10's or even 100's of miles away with a Tu-142 or a P-3, something that can be done to fix WotS plane mechanic is a auto intercept of recon and fighter planes with only type of planes forcing you to into a tactical battle are actual bombers.
Honestly I forget that the Cold Waters and War on the Sea devs are different, and I have been playing a lot of WotS recently in anticipation of this game's campaign, so I'm really hoping it is more the flavor of that instead of like, a win-loss battle scenario tree like Attack at Dawn: North Africa
@@robothawkgaming It's definately going to be a campaign closer to WotS because according to the interview Sea Power's campaign is also going to be based on their previous game Atlantic Fleet
WotS has nothing going for it, because the enemy AI just doesn't exist. It sends pre-made battlegroups (that it doesn't have to pay for) along pre-determined routes, at pre-determined times, over and over. It's repetitive and there is zero dynamism to it whatsoever.
@@doltBmB Indeed it has pre made battle groups and pre determined waypoints, but it still falls under the classification of a dynamic campaign. First of all, pre made battlegroups is the only way if you want them to keep them realistic, Star Wars Empire at War is a really good example because sometimes AI just goes ham and starts to spam the same ship type which results in lackluster gameplay and lack of ships with a more niche role. Secondly, i dont think they are capable of making a truly dynamic campaign on a falcon 4.0 tier, what WotS/Atlantic Fleet had is probably as best as they could deliever, of course they will expand on the behind the scenes mechanics but im not hoping for anything beyond that. Not much military RTS/Sims achieved true dynamic campaigns so im not expecting it from Triassic
@@levipierson4946 For the dynamic campaign for certain time periods lol because new ships and technologies come out as the war goes on. So being able to refit ships and make them more capable would be a cool add on. Also when new hulls come out being able to build what the Russians or the US might have built (prototypes) to see how it changes the tide of the campaign.
First, thank you to the devs for making sea power a reality. A dynamic campaign with the quality of BMS, assets from the late 80's early 90's and a coop scenario system are my dream for Sea Power one day.
Had this game on or near the top of my wishlist since it appeared in steam. Thought that it's not gonna be ever done, but very happy to see that it is and to the quality i have anticipated. This interview really showed the maturity and dedication of the dev team. Gonna support the guys by getting a copy on the 1st early access day. Good luck lads!
I have one big bit of constructive criticism for the devs. The enemy and neutral AI is very bad at responding to attacks. They dont break up when they see a friendly get blown up by a torpedo, they do not fire back down the bearing of enemy torpedos if they dont have detected you, they also dont use sonar buoeys, they are very stupid in general and feel like they are machines that dont try to fight for their lives if they dont detect you but are taking fire. One other thing that I think ABSOLUTELY should be implemented is some sort of datalink modelling, where units can only engage contacts that have been detected by other friendlies if they are in contact with them. So this way the game wont let subs engage contacts spotted by some fighter jet that is not in contact with them. This would add a lot of depth to the game and create new interesting ways to strategize.
Fleet command had a feature where subs would have to surface every 30 minutes to check in for orders, and you couldn't interact with them inbetween those periods.
Here are the detailed insights shared in the interview about the dynamic campaign in Sea Power: 1. Origins and Design: - The dynamic campaign was envisioned as early as 2019. Initially, it drew inspiration from the system in "Atlantic Fleet", but the current version is far more ambitious and immersive. The team first attempted a turn-based approach, tested on a printed map to simulate movements and battles, but this model proved too limited. They quickly pivoted to a real-time campaign engine to provide a smoother simulation and a more immersive experience for naval operations. 2. Structure and Objectives: - The campaign is designed to provide context for battles, with each action influencing subsequent events. Unlike linear scenarios or missions in sequence, which limit replayability, the dynamic campaign makes every decision significant and lasting. Resources, such as ammunition and units, must be managed carefully because losses and resource exhaustion can affect future operations. - The goal is to create a realistic simulation of naval warfare, where conflicts at sea reflect underlying political decisions and land conflicts. 3. Campaign Mechanics and Strategic Models: - The team takes inspiration from classic games like "Great Naval Battles" and "Task Force 1942", structuring the campaign around fleet management and strategic planning. Players will decide on unit missions (e.g., convoy escort, specific area patrols) while managing available resources. - Strategic reconnaissance is a key focus. Unlike games where each interaction automatically triggers a tactical battle, *Sea Power* aims to avoid unwanted interruptions, such as those caused by simple reconnaissance planes, to ensure a more seamless gameplay experience. 4. Dynamic Events and External Factors: - The campaign will feature a dynamic event system that influences operations. Player decisions, losses, and victories in battles will affect future orders and can trigger reactions from the AI opponent, thus creating scenarios that require real-time adaptation. - The game will also incorporate random strategic-level events, simulating political or military incidents that can shift priorities in naval operations, enhancing realism and tension. 5. Hierarchical Management and Command Framework: - Players take on the role of a high-ranking commander, receiving orders from fictional superiors. The hierarchical system adds a layer of subordination, simulating the military chain of command. This means that assigned missions may be changed or interrupted by higher-level orders as the strategic situation evolves. 6. Future Developments and Modularity: - The campaign is designed to be modular, allowing the game framework to be adapted to other theaters of war, such as the North Atlantic or the Mediterranean. Additional campaigns could be added later (e.g., the Falklands, 1960s Cuban Missile Crisis), possibly including new units via DLC. 7. Availability and Ongoing Development: - The dynamic campaign will not be available at the Early Access release. Its development will continue to ensure a smooth and bug-free experience, avoiding turning players into inadvertent testers. It will integrate more advanced systems for strategic detection and force management, with the team working to balance complexity and playability. The dynamic campaign in Sea Power is designed to offer an immersive and strategic experience, where tactical and strategic decisions unfold in a realistic and evolving setting, marking a significant step forward in naval simulation gaming.
Thank you for the summary! One thing I didn't quite catch regarding the DC: Will there be a clear delineation between tactical battles and the overall strategic control, or will it be seamless real time control of all units all the time? The latter makes the most sense in my mind, but I would understand if that would not be feasible due to technical limitations. At the same time, I can imagine it being overwhelming for a player to have to deal with battles occuring simultaneously in different locations.
Been on the fence about this title, but after listening to this video I think I am going to support it just on general principles alone. So few dynamic campaign type military sims are out there or even in the works. My favorite part of the video was hearing from all the different aspects of the development team, not just the money guys or lead guy.
Playing what's there already I'm super impressed and love it! Cold waters was such a great game, and we got by with dot mod/epic mod but this takes it to a whole 'nother level.
The dynamic campaign is goong to be nuts the fact battles and events are going to be simulated to change the decision making at sea is absolutely amazing
That was a really good interview. Its refreshing to see an open conversation that has sincerity & transparency, I certainly hope for their success :) The gaming industry should be taking notes on this example of what is good communication
Pretty late to watching this interview, but the game strongly resembles Harpoon from the late 80s and 90s. And given how much time I spent on that, that's a good thing, because I spent hundreds (perhaps 1000s) of hours in that. I'm really encouraged to hear the dedication to get the tactical level right before moving on to flesh out the campaign system, and I'm prepared to wait for it to come out right. Hearing that it could possibly expand back to the 50s sounds good, as I think that's a fascinating time. Now, as for how much performance it requires from a computer, I say 'bring it on'. I can always use an excuse to upgrade. 🙂 thanks to the team for taking the time for the interview.
I think the state of the game, the dev focus on fixing immediate pains (like air unit micro and autonomy) and this interview on the dynamic campaign is what sold it to me so I bought the game today. It's very ambitious, but also the right mind set that I'm willing to trust with my money. The dynamic campaign is very much do or die and it is always a problem with modeling basically a global geopolitical conflict. I really like the idea that they want the same rule set to work for both full atlantic campaign, the falkland islands and some local problem in the the persian gulf. But the problem is eventually what aspects should and should not be simplified to what degree. I think it is important to focus on what sea superiority is supposed to contribute in a larger war effort. There are continuous stuff like delivering air superiority, support artillery and sea logistics. I also think that decision making should be informed. Like if you know that the other side is unlikely to get more submarines for a while (economic intel) or tactical intel such as a given vessel is low on a particular resource or that a given unit is operating in an area. How does the war affect you and how do you affect it. And how do you make this playable? Is it all going to be one continuous flow or shall the strategic and tactical be two completely different engines?
Love the game...I was kind of skeptical from some steam reviews but I've had it on my wishlist for 4 years and I'm having a blast with it. Great work guys!
I either read a comment or heard someone on a previous video mention being able to darken the mini-map when playing nighttime missions. This would be a really great feature to have. I just started listening to this interview and hope it gets mentioned.
At this point, in common joe terms, it's the same as having made a Toyota Corolla front wheel drive, and expect Toyota to come out with a RWD V12 version. The way it's built is simply inherently just not dimensioned for it. The only other comparable title is Nebulous Fleet Command which started out as multiplayer, and judging by amount of players there just isn't enough to justify the developmental costs for a similar game but of this scope. Hence singleplayer, and they can at least check the waters for a future title with MP incorporated.
@@ToreDL87 I think retrofitting multiplayer into their existing framework will be an easier challenge to address than what they plan on implementing for AI improvements. True, I want great AI in single player too, however I suspect they will hit a soft wall of diminishing returns earlier than they anticipate. Just my experienced 2 cents going against top tier talent in multiplayer versus AI in several similar titles
I'm happy to wait for a campaign, that level of technicality is vastly more complicated than what the chaps have achieved so far and the concerns raised were all acceptable points they know what they are striving for and that's good enough for me... i want to play it yesterday, already - and echoing others - I'm really looking forward to this game
Honestly I would be so happy to get the campaign where you are only in control of say a single task force, or even single unit in a task force or single sub. And you get orders and have to carry them out. Kinda like Cold Waters but with both allied and enemy units operating. The campaign in cold waters was great but it was essentially you vs the entire Soviet Northern+Baltic Fleet. I would want it to be you in an actual theater contributing, but not winning the war on your own.
Please make the right click on subject menu persistant until left click somewhere else. My wrist hurts from only watching streamers having to open the menu up time and time again to do things that are next do each other, like activating all the sensors
Hope they expand the list of assets towards the 90s, adding more modern flights/blocks of ships, planes and ground units such as F/A-18A/C, F-16A/C F-15E, SU-27 and its family, SU-25, VLS equipped Ticonderoga, LA flight II, Arleigh burke flight I, kuznetsov and more. As stated though, im not sure they will do this, maybe they could do it in a DLC
I'll start off saying that I'm ridiculously excited for the release in a few weeks. The single missions look great and really compelling. I like the scale of the scenarios from the smaller convoy escorts, single sub hunts, and even the larger kind of ‘fleet battles’ like the Straight of Gibraltar scenario. My concern for the wider dynamic campaign later is the whole task saturation aspect of such a ‘global’ campaign. Are we going to be in the role of a worldwide supreme commander that gets pulled into micromanaging engagements or be a more regional taskforce commander say a GIUK combat area like we had in Cold Waters.
If they ever add more modern stuff and also older stuff it will be possible to sim some scenarios from the air history series "Battleship Kirov". Or the "Final countdown" movie )
I torrented the game-I often do so before buying (quality check is a must for me). I really enjoyed the experience the game provides. I've been chasing after a game that isn’t dopamine-hungry; a game that evolves in a more mundane manner, where I can step aside, rethink, perhaps make myself a coffee, only to then encounter a noise signal. Never have I spent more than a minute listening to game devs; never have I played games that necessitated getting really nitty-gritty. But this one-this one, the way I feel about it, asks for serious and respectful consideration. It is weird to express this in such a manner, especially for someone whose serious gaming experience began with soccer and driving simulators. Anyway, my comment became too self-centeric. Without a doubt, this is a project to support. I bought the game, even if it is an early access.
I cant tell from this video how likely it is that they will have a dynamic campaign. DCs trip up a lot of developers (DCS for example). It seems easier to just add new units and hope that the community makes good scripted scenarios with the editor. Clearly they have discussed it in detail and I realize they are a small dev shop, but just for once I would like to purchase a strat game where the DC is the NUMBER ONE priority. DCs are what elevate games from somthing you spend a few hours on, to somthing with near infinite replayability.
To make all far far more compact: Sea Power +/- = CMO. Waiting for Sea Power, I hope everything will be good and we will get a good platform for modding and etc.
Hope they improve the damage and damage control aspect of the game because as I saw on another vid the ships or the subs sometimes sank after getting hit with small stuff and sank when they should've been able to fight on... ik the game is new and haven't even gone up yet but hope it's smt they will not keep because if a ship goes down after eating some small rounds its kinda.... eh... ( hope the damage system will be smt like war on the sea system)
do you have any insights from the business on how much linkedin post impressions are worth if anything? it seems like you can just farm them by refreshing your own page?
I am looking forward to this game. There are too few semi-modern naval games. Most are from ww2. I hope somebody will create a mod with modern navies. P.S: The dynamic campaign is a must. Also if editor would have features for players made dynamic campaigns.
what i think would really enahnce the experience are better damage models. Not much, but the immersion would be some much higher if torpedoes e.g. would lift ships in that typical slow, heavy way out of the water. Its certainly not a priority for me, but thats the one thing that irks me in some way so far.
That's not damage modelling, that's one animation. I'm assuming they ofc do the math for both old school direct impact vs. underkeel void already, but haven't bothered doing separate gfx. Bad graphics is always the norm for war games haha
@@LolTollhurst "Damage modelling" in a graphical sense, yeah, and that wont impact my enjoyment of this game even a lil. Playing WitP:AE as we speak :D But it feelis like an "easy" (lol, i have no idea if its easy) way to massively increase (at least my) immersion
Hi first hi again now let's get down to this 😄 . First what about the hub setup some one needs to show us how to setup it up then the basic. If the hub change you need to show us the new hub and how it works 😢 I hope some one can help us. Thank for the video.
🎉🎉 I super appreciate all their hard work. This is amazing team. I'm glad they made this game but this game also makes me really mad cuz it shows where like civilization and Total war and games like that and a lot of rts's should be and they're just not like it's just sad. I hope after this game in a few years these guys make another and they do like you fight from like olden times up to modern and you actually have to build every single one of your ships. That would be fun. Every single one you're plains train all your crews
This game is focused on the Cold War. So unless you mean the actual Pacific Ocean as a location (the whole world is available to play in iirc) you shouldn't be expecting anything WW2 related from this game. The focus is on the missile age, as the games title says.
@@majorborngusfluunduch8694 I'm pretty sure they mean Cold War gone Hot pacific theater, which Cold Waters lacked except a little chunk in South China sea for *00 campaign
Why would they need to? Soviet ships are Soviet ships, and American ships are American ships, regardless of which ocean they are in. It would be very similar to a North Atlantic campaign.
@@forcea1454 no, it will be not, both because of the terrain (lack of chokepoints and lesser impact of land based aviation) and fleet-specific ships. For example, during that time US Pacific Fleet had "slow attack" submarines, old US SSBNs converted to attack subs, soviets had Echo-1 converted to SSN from SSGNs.
@@stallfighter @stallfighter Surely there would be more choke points, given the existence of Japan the Kuriles, Sakhalin, and Korea? Slow attack boats are effectively already in game, given we already have the Franklin class. Same sonars, reactor etc as the George Washington's and Ethan Allens. Those boats were effectively limited to training, they weren't frontline combatants. Echo Is will likely be added in if only for earlier scenarios, worst case scenario you can use the Echo IIs provided. IMO I would prefer various Baltic Navies, a much variety of aircraft and ships, and a different play style from blue water warfare in the North Atlantic.
Хорошей идей для динамической компании будет разделить океаны на отдельные театры боевых действий, где можно назначить какие корабли какие цели выполняют и оставить это на компьютер, который будет генерировать ситуации. Это самый простой способ и начальный способ, как я вижу, ориентируясь на адмиралов и rule the waves 3. Однако, лучше не спешить, иначе получится как в адмиралах, где динамическая компания хороша, но ии туп неимоверно.
Rush? Incredibly stupid? Even if it's really slow, I don't see it being rushed yet, except I just saw the progress on TF:A with step by step. Of course feel free to disagree about it.
@Mechanized85 I think you misunderstood me, because of language-barrier and because you don't know russian. I said it is better not to rush with dynamic campaign. On the other hand, you will get it as it is presented in ultimate admirals... where ai is incredibly stupid at battles.
@@mkapaceb98 all I saw is what ai can react to small pressure, but not to multitask like torpedo+rockets. Anyway,I so interesting moves of ia, like engine off when keel-guided torpedoes are coming.
Please please PLEASE have kill counts. War strategy games are not interesting to me if you can't see how many troops are killed or lost. Also please consider having an economic calculation like the Grim Reapers have on their DCS videos. A system where you can see the financial cost of a battle... value of ships lost or sunk, value of planes, value of missiles launched, etc. The goal of all wars is to kill enemy or kill enemies economics or assets. This element is missing from most games and I would LOVE to see it in your game. Please!!!
The programmer who was working on that for us unfortunately fell gravely ill and was out of commission for well over a month. It's the kind of unfortunate thing that cannot be planned for.
It's early access.....it's getting added very shortly.....no one is forcing you to buy and play the game right now in it's current state. Its NOT A FINISHED RELEASED GAME YET.
@@scurnow875 Early access is a released game. If they charge full price for it then they can take full criticism for it. There is nothing more to it than that.
we need more immersion people running around on the ships loading carrying stuff and the most important thing is more realistic explosion animations and damage visuals
Did you ask about one of their developers putting illegal code in their previous mod work that alters the system of the users without their permission?
Bro, like… what would make you think that, huh? Just because he did something bad in the past, which he knows was wrong? Get off your high horse, mate. There's zero reason to believe he would add code to detect 'epic mods' files. Like, bruh.
I understand MP just isn't happening, it's like expecting Toyota to come out with a RWD V12 version of a FWD I4 Corolla, the thing just isn't dimensioned for it and the amount of delusion in even expecting it (not speaking for the devs here btw) is comparable to that of Hitler's during ww2. I'm hoping for DC though!
Didn't Dot make it so that his mod would just delete files from your computer if you downloaded both his and Epic Mod for Cold Waters? A bit concerning he's now part of programming the entire Sea Power game...
Yes he did, he also owned up to it and apologized. It really isn’t concerning for Sea Power, but if that’s your mentality then just don’t buy the game. There’s literally zero reason for a team like Triassic making their first game (as a new studio) which is being published by Microprose to try a stunt like that or allow Ivan (Dot) to try something like that. They have way too much riding on the success of this game for something stupid like that to be pulled off.
@ that’s fair. I never saw his apology, but even now that I know I find it hard to trust him. I trust microprose enough and, implicitly, the other devs (since I’m sure they don’t want their game to contain malware…), but I’ll probably just give it a few weeks post-release to be sure.
@ To be honest I haven’t seen his apology, nor have I actually looked for it, but I know in the Sea Power channels of the Microprose Discord this topic has been discussed ad nauseam and multiple people have mentioned “his apology” and the Sea Power devs have repeatedly assured us that they aren’t going to let this happen in Sea Power. You may not trust Dot but I hope you can trust Nils, Martin, and the rest of the Triassic team. Having played a lot of Pacific Fleet, Atlantic Fleet, Cold Waters, and War on the Sea I have a lot of trust in the former Killerfish Games crew.
Will support the release just because I really want a multiplayer. They should do it and then take monthly subscription or do a kickstarter for multiplayer and see how it goes.
Very, very, very, very disappointed to hear that shitty attitude to alert states on carriers, talking as if it is the same as modeling individual screws, as if it's just pointless filler. No, it is such a BASIC thing to do, it was literally ONE button to do it in fleet command, and it is a deeply meaningful tactical decision to make, which planes to keep ready at the expense of other planes. It's not busywork, but a crucial decision.
4:55 DW was great, still play it. Multi station and the study sim lvl was great. Mods still getting updated for it. To bad SP dont has multi stations CW was shit. Super boring and arcadish. Bought it, weird controls, lack of depth, lack of detail, dodging torps just with movement.. yeah refund
A game like this wouldn't blend well with multiplayer. Not every game needs it, and I wish people would stop pushing for it. Let the devs focus on important things.
Was very curious about this game, but... being from Ukraine, I won't buy anything with a Russian involved. Good to know before I pulled the trigger on that one. I'll invest in MSFS instead :)
What was your favourite part? I was hoping to get into more but didn't want this to go too long.
I liked all of it. Microprose: the action is simulated, the excitement is real! I would love to join a live Q and A session talking to the chat. This game is going to beautiful, I like how there is a TMA feature, including sonar, radar, visual, and esm together for target analysis. Stacking dots in a larger area, with multiple contacts in the missile age. I've waiting for this game since red storm rising came out. You can do land battles is going to be an interesting feature. Making missions like a land strike, intelligence gathering and full on carrier campaign is going to be pretty fast.
Can't wait to play, Thanks!
thank you for all this Enigma!
The beginning was really interesting, who they are and how the game started. I think they assembled a good team.
Man, i remember reading Red Storm Rising, growing up on Hunt for Red October, and playing Harpoon. Sea Power is all this combined and with great graphics. Gonna play a lot of it. Thanks for the sharing the info. DC is probably something i await most.
Anyone that enjoys this channel do yourself a favor and read or listen to Red Storm Rising
Excellent book and it’s on audible. It’s like 30 hours long at 1.12x!!
I've never been more excited for a game in a long time.
love to hear we are getting the royal navy in the future
More countries, even if as DLC, would be great.
I'd like to play our French Navy, of course, but most of all I'd be delighted to be able to have this in a WW2 set up.
I was interested in this game, but after hearing the devs I am sold and will be buying on day 1. The game seems like
"Command: Modern Air / Naval Operations" but with great graphics and a lot of the tedious stuff removed. I'll be interested if they do add more features from CMANO like telling a squadron to operate in a certain box, etc.
I really like to hear they are going the thematic DLC sort of route while keeping the game open for modding. Great devs and great video Ligma!
Something that i'm hoping for with the dynamic campaign is that they actually have as much War on the Sea features as possible. WotS has some really good mechanics, first of all is the points system that gives you an option to choose which specific ships/sumbarines you want to have in your fleet and the composition of your task forces. Secondly something that worked really well is the base building and land battles, the best thing about this one is that it actually makes merchants meaningful and something you'd really want to have as much of in order to progress quicker or at all. And the third one is recon and planes on a strategic map, recon planes could work really well with advanced electronics that Cold War timeline provides where ships could be spotted 10's or even 100's of miles away with a Tu-142 or a P-3, something that can be done to fix WotS plane mechanic is a auto intercept of recon and fighter planes with only type of planes forcing you to into a tactical battle are actual bombers.
Honestly I forget that the Cold Waters and War on the Sea devs are different, and I have been playing a lot of WotS recently in anticipation of this game's campaign, so I'm really hoping it is more the flavor of that instead of like, a win-loss battle scenario tree like Attack at Dawn: North Africa
@@robothawkgaming It's definately going to be a campaign closer to WotS because according to the interview Sea Power's campaign is also going to be based on their previous game Atlantic Fleet
WotS has nothing going for it, because the enemy AI just doesn't exist. It sends pre-made battlegroups (that it doesn't have to pay for) along pre-determined routes, at pre-determined times, over and over. It's repetitive and there is zero dynamism to it whatsoever.
@@doltBmB Indeed it has pre made battle groups and pre determined waypoints, but it still falls under the classification of a dynamic campaign. First of all, pre made battlegroups is the only way if you want them to keep them realistic, Star Wars Empire at War is a really good example because sometimes AI just goes ham and starts to spam the same ship type which results in lackluster gameplay and lack of ships with a more niche role. Secondly, i dont think they are capable of making a truly dynamic campaign on a falcon 4.0 tier, what WotS/Atlantic Fleet had is probably as best as they could deliever, of course they will expand on the behind the scenes mechanics but im not hoping for anything beyond that. Not much military RTS/Sims achieved true dynamic campaigns so im not expecting it from Triassic
Love that game
Let them cook with the campaign , i think i have enough stuff to do with the editor and playermissions for the first few months.
I'd like to see the player being able to refit ships and make new ones in dockyards but idk
@@RyanCombs-b1pwhat are you smoking
@@levipierson4946 For the dynamic campaign for certain time periods lol because new ships and technologies come out as the war goes on. So being able to refit ships and make them more capable would be a cool add on. Also when new hulls come out being able to build what the Russians or the US might have built (prototypes) to see how it changes the tide of the campaign.
Not sure how they would implement that but as the game goes on new ships become available and new weapons.
Thats if it's a long-term campaign and not short term
First, thank you to the devs for making sea power a reality.
A dynamic campaign with the quality of BMS, assets from the late 80's early 90's and a coop scenario system are my dream for Sea Power one day.
Had this game on or near the top of my wishlist since it appeared in steam. Thought that it's not gonna be ever done, but very happy to see that it is and to the quality i have anticipated. This interview really showed the maturity and dedication of the dev team. Gonna support the guys by getting a copy on the 1st early access day. Good luck lads!
I have one big bit of constructive criticism for the devs. The enemy and neutral AI is very bad at responding to attacks. They dont break up when they see a friendly get blown up by a torpedo, they do not fire back down the bearing of enemy torpedos if they dont have detected you, they also dont use sonar buoeys, they are very stupid in general and feel like they are machines that dont try to fight for their lives if they dont detect you but are taking fire. One other thing that I think ABSOLUTELY should be implemented is some sort of datalink modelling, where units can only engage contacts that have been detected by other friendlies if they are in contact with them. So this way the game wont let subs engage contacts spotted by some fighter jet that is not in contact with them. This would add a lot of depth to the game and create new interesting ways to strategize.
Thank you! Yes we're working on the AI stuff. It's one main topic (beside the campaign) for the EA phase.
Fleet command had a feature where subs would have to surface every 30 minutes to check in for orders, and you couldn't interact with them inbetween those periods.
Here are the detailed insights shared in the interview about the dynamic campaign in Sea Power:
1. Origins and Design:
- The dynamic campaign was envisioned as early as 2019. Initially, it drew inspiration from the system in "Atlantic Fleet", but the current version is far more ambitious and immersive. The team first attempted a turn-based approach, tested on a printed map to simulate movements and battles, but this model proved too limited. They quickly pivoted to a real-time campaign engine to provide a smoother simulation and a more immersive experience for naval operations.
2. Structure and Objectives:
- The campaign is designed to provide context for battles, with each action influencing subsequent events. Unlike linear scenarios or missions in sequence, which limit replayability, the dynamic campaign makes every decision significant and lasting. Resources, such as ammunition and units, must be managed carefully because losses and resource exhaustion can affect future operations.
- The goal is to create a realistic simulation of naval warfare, where conflicts at sea reflect underlying political decisions and land conflicts.
3. Campaign Mechanics and Strategic Models:
- The team takes inspiration from classic games like "Great Naval Battles" and "Task Force 1942", structuring the campaign around fleet management and strategic planning. Players will decide on unit missions (e.g., convoy escort, specific area patrols) while managing available resources.
- Strategic reconnaissance is a key focus. Unlike games where each interaction automatically triggers a tactical battle, *Sea Power* aims to avoid unwanted interruptions, such as those caused by simple reconnaissance planes, to ensure a more seamless gameplay experience.
4. Dynamic Events and External Factors:
- The campaign will feature a dynamic event system that influences operations. Player decisions, losses, and victories in battles will affect future orders and can trigger reactions from the AI opponent, thus creating scenarios that require real-time adaptation.
- The game will also incorporate random strategic-level events, simulating political or military incidents that can shift priorities in naval operations, enhancing realism and tension.
5. Hierarchical Management and Command Framework:
- Players take on the role of a high-ranking commander, receiving orders from fictional superiors. The hierarchical system adds a layer of subordination, simulating the military chain of command. This means that assigned missions may be changed or interrupted by higher-level orders as the strategic situation evolves.
6. Future Developments and Modularity:
- The campaign is designed to be modular, allowing the game framework to be adapted to other theaters of war, such as the North Atlantic or the Mediterranean. Additional campaigns could be added later (e.g., the Falklands, 1960s Cuban Missile Crisis), possibly including new units via DLC.
7. Availability and Ongoing Development:
- The dynamic campaign will not be available at the Early Access release. Its development will continue to ensure a smooth and bug-free experience, avoiding turning players into inadvertent testers. It will integrate more advanced systems for strategic detection and force management, with the team working to balance complexity and playability.
The dynamic campaign in Sea Power is designed to offer an immersive and strategic experience, where tactical and strategic decisions unfold in a realistic and evolving setting, marking a significant step forward in naval simulation gaming.
Thank you for the summary! One thing I didn't quite catch regarding the DC: Will there be a clear delineation between tactical battles and the overall strategic control, or will it be seamless real time control of all units all the time? The latter makes the most sense in my mind, but I would understand if that would not be feasible due to technical limitations. At the same time, I can imagine it being overwhelming for a player to have to deal with battles occuring simultaneously in different locations.
This is the most interested I have been in a upcoming game in a long time. I ususally don't mess with early access, but I will in this case!
Super Excited to get my hands on this game... also please add the UK Military/Nato in the future
Namedropping 'Great Naval Battles' daaamn. No.4 was one of the most unforgettable games of my childhood! This really sounds like the real deal
Really thankful for devs like this. Putting their full power into nich games like this, so we all can enjoy it.
Been on the fence about this title, but after listening to this video I think I am going to support it just on general principles alone. So few dynamic campaign type military sims are out there or even in the works. My favorite part of the video was hearing from all the different aspects of the development team, not just the money guys or lead guy.
Playing what's there already I'm super impressed and love it! Cold waters was such a great game, and we got by with dot mod/epic mod but this takes it to a whole 'nother level.
The dynamic campaign is goong to be nuts the fact battles and events are going to be simulated to change the decision making at sea is absolutely amazing
Great Video, thanks for the interview, can't wait to play it myself.
I hope the dynamic campaign is something like Pacific Storms Campaign. Cause it was so in-depth just ahead of it's time.
That was a really good interview. Its refreshing to see an open conversation that has sincerity & transparency, I certainly hope for their success :) The gaming industry should be taking notes on this example of what is good communication
Cool, that the Devs are so tight to the audience... recipe for a good developing Game in the Future. I am looking forward to it!
I hope that the developers bring local co-op mode(if possible) to play with friends.
@@ykxd66kslxykyuiclucmud6ksks it would be a dream, hope for it too.
That would be awsome!
It’s hard to imagine what limits Sea Power will actually have?
It looks spectacular!
Disagree, waste of time for a game like this. Not every game needs multiplayer
@@chuck7299L opinion
I will certainly buy this so long as they model the Royal Navy and, in due course, the Australian's, Japanese, etc.
They said the first big Dlc will be Falklands war and than fleshing out more royal navy assets that were not present
I'm really stoked for this game...been wish listed for months!!!
Pretty late to watching this interview, but the game strongly resembles Harpoon from the late 80s and 90s. And given how much time I spent on that, that's a good thing, because I spent hundreds (perhaps 1000s) of hours in that. I'm really encouraged to hear the dedication to get the tactical level right before moving on to flesh out the campaign system, and I'm prepared to wait for it to come out right. Hearing that it could possibly expand back to the 50s sounds good, as I think that's a fascinating time. Now, as for how much performance it requires from a computer, I say 'bring it on'. I can always use an excuse to upgrade. 🙂 thanks to the team for taking the time for the interview.
Might be the successor to Jane's Fleet Command that I've been waiting for for a better part of 20 years....
I think the state of the game, the dev focus on fixing immediate pains (like air unit micro and autonomy) and this interview on the dynamic campaign is what sold it to me so I bought the game today.
It's very ambitious, but also the right mind set that I'm willing to trust with my money.
The dynamic campaign is very much do or die and it is always a problem with modeling basically a global geopolitical conflict. I really like the idea that they want the same rule set to work for both full atlantic campaign, the falkland islands and some local problem in the the persian gulf.
But the problem is eventually what aspects should and should not be simplified to what degree. I think it is important to focus on what sea superiority is supposed to contribute in a larger war effort. There are continuous stuff like delivering air superiority, support artillery and sea logistics. I also think that decision making should be informed. Like if you know that the other side is unlikely to get more submarines for a while (economic intel) or tactical intel such as a given vessel is low on a particular resource or that a given unit is operating in an area.
How does the war affect you and how do you affect it. And how do you make this playable? Is it all going to be one continuous flow or shall the strategic and tactical be two completely different engines?
Love the game...I was kind of skeptical from some steam reviews but I've had it on my wishlist for 4 years and I'm having a blast with it.
Great work guys!
I either read a comment or heard someone on a previous video mention being able to darken the mini-map when playing nighttime missions. This would be a really great feature to have. I just started listening to this interview and hope it gets mentioned.
That's on our todo list. yes.
@martinleidel thanks for replying! Will it be available for the 12th?
@@scottparker4568 No, but most likely soon after.
Can't wait!
I searched the transcript for multiplayer, wish they would have said a bit more. I yearn for multiplayer sim gameplay!
While the Devs have not ruled out Multiplayer, it is not currently planned. AFAIK
At this point, in common joe terms, it's the same as having made a Toyota Corolla front wheel drive, and expect Toyota to come out with a RWD V12 version.
The way it's built is simply inherently just not dimensioned for it.
The only other comparable title is Nebulous Fleet Command which started out as multiplayer, and judging by amount of players there just isn't enough to justify the developmental costs for a similar game but of this scope.
Hence singleplayer, and they can at least check the waters for a future title with MP incorporated.
@@ToreDL87
I think retrofitting multiplayer into their existing framework will be an easier challenge to address than what they plan on implementing for AI improvements.
True, I want great AI in single player too, however I suspect they will hit a soft wall of diminishing returns earlier than they anticipate.
Just my experienced 2 cents going against top tier talent in multiplayer versus AI in several similar titles
Not every game needs multiplayer 🙄
There are scores of multiplayer war sim games out there
I'm happy to wait for a campaign, that level of technicality is vastly more complicated than what the chaps have achieved so far and the concerns raised were all acceptable points they know what they are striving for and that's good enough for me... i want to play it yesterday, already - and echoing others - I'm really looking forward to this game
I have been wanting this game so bad and I literally cannot wait to play it lol November 12th seems too far away hahaha
Honestly I would be so happy to get the campaign where you are only in control of say a single task force, or even single unit in a task force or single sub. And you get orders and have to carry them out.
Kinda like Cold Waters but with both allied and enemy units operating. The campaign in cold waters was great but it was essentially you vs the entire Soviet Northern+Baltic Fleet. I would want it to be you in an actual theater contributing, but not winning the war on your own.
Yeah Multiplayer would be awesome, my biggest wish
Please make the right click on subject menu persistant until left click somewhere else. My wrist hurts from only watching streamers having to open the menu up time and time again to do things that are next do each other, like activating all the sensors
Hot keys for this sort of thing would also be great
@@tictacdude3468 I second this!!!
Hope they expand the list of assets towards the 90s, adding more modern flights/blocks of ships, planes and ground units such as F/A-18A/C, F-16A/C F-15E, SU-27 and its family, SU-25, VLS equipped Ticonderoga, LA flight II, Arleigh burke flight I, kuznetsov and more. As stated though, im not sure they will do this, maybe they could do it in a DLC
I'll start off saying that I'm ridiculously excited for the release in a few weeks. The single missions look
great and really compelling. I like the scale of the scenarios from the smaller convoy escorts, single sub hunts, and even the larger kind of ‘fleet battles’ like the Straight of Gibraltar scenario. My concern for the wider dynamic campaign later is the whole task saturation aspect of such a ‘global’ campaign. Are we going to be in the role of a worldwide supreme commander that gets pulled into micromanaging engagements or be a more regional taskforce commander say a GIUK combat area like we had in Cold Waters.
i want to lay my hands on this game soooo bad! Can't wait anymore
Great interview! Two weeks to go (Nov 12). 🙏
The closest thing to this I've ever played was Jane's Fleet Command but that game crashed so much, so often, it was so sad and frustrating.
If they ever add more modern stuff and also older stuff it will be possible to sim some scenarios from the air history series "Battleship Kirov". Or the "Final countdown" movie )
I'd love a B52 sim.
Had a lot of fun with Megafortress back in the day. 😁
I torrented the game-I often do so before buying (quality check is a must for me). I really enjoyed the experience the game provides. I've been chasing after a game that isn’t dopamine-hungry; a game that evolves in a more mundane manner, where I can step aside, rethink, perhaps make myself a coffee, only to then encounter a noise signal.
Never have I spent more than a minute listening to game devs; never have I played games that necessitated getting really nitty-gritty. But this one-this one, the way I feel about it, asks for serious and respectful consideration. It is weird to express this in such a manner, especially for someone whose serious gaming experience began with soccer and driving simulators. Anyway, my comment became too self-centeric.
Without a doubt, this is a project to support. I bought the game, even if it is an early access.
53:28 Falklands module would be awesome.
They should indeed take the time required for the campaign.
actually, I had no idea they were even working on a dynamic campaign.
I cant tell from this video how likely it is that they will have a dynamic campaign. DCs trip up a lot of developers (DCS for example). It seems easier to just add new units and hope that the community makes good scripted scenarios with the editor. Clearly they have discussed it in detail and I realize they are a small dev shop, but just for once I would like to purchase a strat game where the DC is the NUMBER ONE priority. DCs are what elevate games from somthing you spend a few hours on, to somthing with near infinite replayability.
Did anyone notice that Igor the coder guy is also voicing the Russian voice lines in the game?
His name is Ivan and yes he did the placeholder voices but we're currently adding ... "real" ones. ;)
@@martinleidel oops, my bad 🫢 Apologies for getting the name wrong
To make all far far more compact: Sea Power +/- = CMO. Waiting for Sea Power, I hope everything will be good and we will get a good platform for modding and etc.
These guys are awesome
Turn based mode would be nice for us Atlantic and Pacific Fleet players.
I loved cold waters. Im really looking forward to this one. Military simcades are the best
Hope they improve the damage and damage control aspect of the game because as I saw on another vid the ships or the subs sometimes sank after getting hit with small stuff and sank when they should've been able to fight on... ik the game is new and haven't even gone up yet but hope it's smt they will not keep because if a ship goes down after eating some small rounds its kinda.... eh... ( hope the damage system will be smt like war on the sea system)
I am wondering if the SOSUS-lines will be modeled in the game? Does anyone know?
It looks remarkably similar to Jane's Fleet Command.
Just missing a LOT of stuff. Very sad that games from the 90's still can't be beat. Here's to another 20 years of FC.
at 3:12, the signal flags spell "FUCK"
are the devs thinking about incorporating mod content officially? for instance people will make RN mods that could help a lot
do you have any insights from the business on how much linkedin post impressions are worth if anything? it seems like you can just farm them by refreshing your own page?
Hey! can you play with the LHA carrier class! and than use the harrier and the attack helicopter to strike ground targets?
can't waittttttttttt
I am looking forward to this game. There are too few semi-modern naval games. Most are from ww2. I hope somebody will create a mod with modern navies. P.S: The dynamic campaign is a must. Also if editor would have features for players made dynamic campaigns.
I'd like it to be like war on the sea
what i think would really enahnce the experience are better damage models. Not much, but the immersion would be some much higher if torpedoes e.g. would lift ships in that typical slow, heavy way out of the water. Its certainly not a priority for me, but thats the one thing that irks me in some way so far.
That's not damage modelling, that's one animation. I'm assuming they ofc do the math for both old school direct impact vs. underkeel void already, but haven't bothered doing separate gfx. Bad graphics is always the norm for war games haha
@@LolTollhurst "Damage modelling" in a graphical sense, yeah, and that wont impact my enjoyment of this game even a lil. Playing WitP:AE as we speak :D
But it feelis like an "easy" (lol, i have no idea if its easy) way to massively increase (at least my) immersion
Did you ask them about their choice to use unity and how that is going?
New mission objective: circumnavigate the globe in Sea Power.
Yes, the sonar ID system here is better and would be better in Cold Waters also.
Hi first hi again now let's get down to this 😄 . First what about the hub setup some one needs to show us how to setup it up then the basic. If the hub change you need to show us the new hub and how it works 😢 I hope some one can help us. Thank for the video.
Hurry up and take my money already sea power
So, it’s Ivan who is always telling us about “your income tax “ :p
🎉🎉 I super appreciate all their hard work. This is amazing team. I'm glad they made this game but this game also makes me really mad cuz it shows where like civilization and Total war and games like that and a lot of rts's should be and they're just not like it's just sad. I hope after this game in a few years these guys make another and they do like you fight from like olden times up to modern and you actually have to build every single one of your ships. That would be fun. Every single one you're plains train all your crews
In time will they make a Pacific Theatre campaign?
This game is focused on the Cold War. So unless you mean the actual Pacific Ocean as a location (the whole world is available to play in iirc) you shouldn't be expecting anything WW2 related from this game. The focus is on the missile age, as the games title says.
@@majorborngusfluunduch8694 I'm pretty sure they mean Cold War gone Hot pacific theater, which Cold Waters lacked except a little chunk in South China sea for *00 campaign
Why would they need to? Soviet ships are Soviet ships, and American ships are American ships, regardless of which ocean they are in. It would be very similar to a North Atlantic campaign.
@@forcea1454 no, it will be not, both because of the terrain (lack of chokepoints and lesser impact of land based aviation) and fleet-specific ships.
For example, during that time US Pacific Fleet had "slow attack" submarines, old US SSBNs converted to attack subs, soviets had Echo-1 converted to SSN from SSGNs.
@@stallfighter @stallfighter Surely there would be more choke points, given the existence of Japan the Kuriles, Sakhalin, and Korea?
Slow attack boats are effectively already in game, given we already have the Franklin class. Same sonars, reactor etc as the George Washington's and Ethan Allens. Those boats were effectively limited to training, they weren't frontline combatants.
Echo Is will likely be added in if only for earlier scenarios, worst case scenario you can use the Echo IIs provided.
IMO I would prefer various Baltic Navies, a much variety of aircraft and ships, and a different play style from blue water warfare in the North Atlantic.
Хорошей идей для динамической компании будет разделить океаны на отдельные театры боевых действий, где можно назначить какие корабли какие цели выполняют и оставить это на компьютер, который будет генерировать ситуации. Это самый простой способ и начальный способ, как я вижу, ориентируясь на адмиралов и rule the waves 3.
Однако, лучше не спешить, иначе получится как в адмиралах, где динамическая компания хороша, но ии туп неимоверно.
Rush? Incredibly stupid? Even if it's really slow, I don't see it being rushed yet, except I just saw the progress on TF:A with step by step. Of course feel free to disagree about it.
@Mechanized85 I think you misunderstood me, because of language-barrier and because you don't know russian. I said it is better not to rush with dynamic campaign. On the other hand, you will get it as it is presented in ultimate admirals... where ai is incredibly stupid at battles.
@@tatarin116bombasticcorrection: "on the other hand" should in all likelihood read "otherwise"/"lest"
@@tatarin116bombastic AI also an issue here already. As shown in different streams, AI is almost brain-dead and completely passive so far...
@@mkapaceb98 all I saw is what ai can react to small pressure, but not to multitask like torpedo+rockets. Anyway,I so interesting moves of ia, like engine off when keel-guided torpedoes are coming.
please add french navy too !!!
They will eventually
@@angusbeef9200 i hope so !!
Local co op would be nice. I see co op and online PVP being mixed up so often in here its disheartening
mods?
Game will be fully modable.
@@Kiwoeoehooray! Need CH, he'll mod the hell out of it, he already has a s*t ton of units for dcs
@@BoraHorzaGobuchul Lets hope so :D Tho i also expect alot of mods to come for this gem :D
I am certainly getting this...but where are Royal Navy and Canadians? any Atlantic campaign without is just poor.
Just like Radian and GHPC - it's just a bunch of people who want to make a game they themselves would love to play.
❤❤❤❤
Please please PLEASE have kill counts. War strategy games are not interesting to me if you can't see how many troops are killed or lost. Also please consider having an economic calculation like the Grim Reapers have on their DCS videos. A system where you can see the financial cost of a battle... value of ships lost or sunk, value of planes, value of missiles launched, etc. The goal of all wars is to kill enemy or kill enemies economics or assets. This element is missing from most games and I would LOVE to see it in your game. Please!!!
day one buy
mos' def
Not having a save/load system working is unacceptable. I want to save my progress in long missions.
Exactly.
The programmer who was working on that for us unfortunately fell gravely ill and was out of commission for well over a month. It's the kind of unfortunate thing that cannot be planned for.
It's early access.....it's getting added very shortly.....no one is forcing you to buy and play the game right now in it's current state.
Its NOT A FINISHED RELEASED GAME YET.
@@scurnow875 Early access is a released game. If they charge full price for it then they can take full criticism for it. There is nothing more to it than that.
I appreciate you getting them on, but your communication skills could improve alot.
Now imagine this game with MULITPLAYER where you could Wolfpack with your mates.... WHY NO MULTIPLAYER!!!
we need more immersion people running around on the ships loading carrying stuff and the most important thing is more realistic explosion animations and damage visuals
could be good but I haven't seen a decent AI since 2010
Did you ask about one of their developers putting illegal code in their previous mod work that alters the system of the users without their permission?
Basedbasedbasedbasedbasedbasedbasedbased
i hope that dot mod guy doesnt include virus in game files like he did with dot
Bro, like… what would make you think that, huh? Just because he did something bad in the past, which he knows was wrong? Get off your high horse, mate. There's zero reason to believe he would add code to detect 'epic mods' files. Like, bruh.
It wasn't a virus. Keep things factual, please.
@@Kiwoeoe trust is hard to gain easy to loose
@@julhelm1821 its just software that removes files, niothing to worry about in mod
@@Kiwoeoe ps developers of sea power adressed that
I understand MP just isn't happening, it's like expecting Toyota to come out with a RWD V12 version of a FWD I4 Corolla, the thing just isn't dimensioned for it and the amount of delusion in even expecting it (not speaking for the devs here btw) is comparable to that of Hitler's during ww2.
I'm hoping for DC though!
Didn't Dot make it so that his mod would just delete files from your computer if you downloaded both his and Epic Mod for Cold Waters? A bit concerning he's now part of programming the entire Sea Power game...
Yes he did, he also owned up to it and apologized. It really isn’t concerning for Sea Power, but if that’s your mentality then just don’t buy the game. There’s literally zero reason for a team like Triassic making their first game (as a new studio) which is being published by Microprose to try a stunt like that or allow Ivan (Dot) to try something like that. They have way too much riding on the success of this game for something stupid like that to be pulled off.
@ that’s fair. I never saw his apology, but even now that I know I find it hard to trust him. I trust microprose enough and, implicitly, the other devs (since I’m sure they don’t want their game to contain malware…), but I’ll probably just give it a few weeks post-release to be sure.
@ To be honest I haven’t seen his apology, nor have I actually looked for it, but I know in the Sea Power channels of the Microprose Discord this topic has been discussed ad nauseam and multiple people have mentioned “his apology” and the Sea Power devs have repeatedly assured us that they aren’t going to let this happen in Sea Power. You may not trust Dot but I hope you can trust Nils, Martin, and the rest of the Triassic team. Having played a lot of Pacific Fleet, Atlantic Fleet, Cold Waters, and War on the Sea I have a lot of trust in the former Killerfish Games crew.
Will support the release just because I really want a multiplayer. They should do it and then take monthly subscription or do a kickstarter for multiplayer and see how it goes.
Good god not a monthly subscription for a singleplayer game lol
Very, very, very, very disappointed to hear that shitty attitude to alert states on carriers, talking as if it is the same as modeling individual screws, as if it's just pointless filler. No, it is such a BASIC thing to do, it was literally ONE button to do it in fleet command, and it is a deeply meaningful tactical decision to make, which planes to keep ready at the expense of other planes. It's not busywork, but a crucial decision.
4:55 DW was great, still play it. Multi station and the study sim lvl was great. Mods still getting updated for it. To bad SP dont has multi stations
CW was shit. Super boring and arcadish. Bought it, weird controls, lack of depth, lack of detail, dodging torps just with movement.. yeah refund
Where are the Americans?
A game like this wouldn't blend well with multiplayer. Not every game needs it, and I wish people would stop pushing for it. Let the devs focus on important things.
It would and it did. Fleet Command had multiplayer.
Cant wait for a ww2 mod
just play War on the Sea ? maybe ? or wait for Task force admiral.
Do WWI first 👀
@Kiwoeoe nah, that would be like playing GoldenEye because I wanted a red orchestra 3.
@@Enigma89 yes!
@@FlyMysticalDJ DAMN Red orchestra..... a name i havent heard in a long long time.
I get what you mean, guess waiting for TFA is the only bet then :D
Was very curious about this game, but... being from Ukraine, I won't buy anything with a Russian involved. Good to know before I pulled the trigger on that one.
I'll invest in MSFS instead :)