Announcement

Collapse
No announcement yet.

Battleship Management Game Idea

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Battleship Management Game Idea

    Hello everyone. This is somewhat unusual post i think. As this is an idea for a game.
    Now, i am not a game developer myself, practically zero programing skills, and not rich enaugh to finanse game project. Now many of you ask: then why propose it, if i cant support development in any way?
    Well.. My main hope is to perhaps interest some game developers, or some group who perhaps thinking about making one. And perhaps inspiring them to make one. Because there is practically no ww2 warship management games out there.
    Now, dont get me wrong, there is a lot of great naval strategy games about ww2. But not one about managing a single warship. In most games battleships have longest health bar, packs biggest guns, slow and big upkeep. But apart from that, no difference from cruisers or destroyers. What i miss in all these games are complexity and sheer size of the these mighty beasts.
    For some time i had hope that after FTL game there would be some developers who would expand on this idea, but apart from few games who inprove just a few details, but follows the same path made by FTL, some half arcade games about sail ships, and thats it.
    And this is what i really would love to play: Managing mighty battleship, with a lot of interlocking systems inside ship. And one of the most important aspect of these tipe of games: damage control
    There is a lot of potential if done right:
    You just got torpedoed by enemy DD. Part of your ship is flooding. Will you risk managing current speed, or you slow down, as not to risk enlarging breach? As the same time you scrambe engineers to patch hole in the hull, and just hope that water wont flood electrical generators, who in turn compromise a lot of other systems in the ship, not to mention stooping pumps. Or perhaps you just will seal watertight compartment and deal with the damage after the battle.
    Or perhaps you are now leaking fuel, and have to decide whatever follow original mission, or head to nearest freandly port for repairs?
    What do you want to install in your ship: better resoliution radar, or bigger caliber guns? Or perhaps both? But then you are taking risk, that after firing main guns vibration can damage sensitive parts in new radar system(real problem in ww2 for Iowa battleship)
    Will you after being atacked by planes try to lip into cover of the night to sneak away, or order to engage all searchlights and try to down all atacking planes? And what secondary guns have you instaled in your ship? Dual purpose guns, or dedicated AA guns?
    Train you crew to faster supply ammo to your batteries, Or to fight fire on board more efectively. asign officers to different stations for navigation, engine efectiveness, or fire coordination bonuses.
    Possabilities and sheer complexity of that kind of game is yet to be fully explored, and i would really love to see more games in this genre being developed.
    So what do you thing guys? Any thougt, observations or further suggestions are welcome. I wish you good day!!

  • #2
    Hello, Odd Viking Studios here. I like your idea a lot and I agree; there just simply aren't enough good WWII games - and certainly none of the genre you're eluding to, which I'm seeing as a battleship-esque game. I enjoy it, definitely. I like the choice you're giving, the depth of decision making and it has the possibility to be quite simple to program despite being such a complex idea. I certainly am thinking about gathering the team and talking about this idea, because it's a good one. I've always been morbidly fascinated with WWII for the history behind it (no, not just the dreaded part we don't name here), and I think something like this would really have the potential to put players in the mindset of the soldiers that had to go through such a time, especially when at war at sea. Realism and branching dialogue/decisions seem to be key here. I hope you keep this one and see about working on it for yourself, I guarantee you can do it! There are plenty of free resources out there if you're genuinely wanting to learn and I'm more than happy to help you out in finding them. Cheers!

    Comment


    • #3
      It certainly seems like an idea that would have a lot of interest in a niche market, as you mentioned FTL, which is the first thing that came to mind, I could easily see subset work on something like this, perhaps with timed turns as different issues on the ship have to be fixed in a limited amount of time as you perform minor interface tasks, such as unscrewing, riveting and patching parts of the hull as you perform movement commands to keep the ship afloat.

      I would like to see an idea like this expanded on, especially as a roguelike, with several problems compounding as more and more systems begin to fail.

      Comment


      • #4
        One thing, and it bugs me every time people do it... but tactics =/= strategy. Naval strategy as a game is remarkably boring, especially when talking about WWII... naval tactics, on the other hand...

        But anyway, pedantry aside...

        I'd rather this was a pseudo-roleplay as a progressing officer (culminating as being the most senior flag-officer-at-sea). Starting out as a lt-cmdr (commanding a single ship, tutorial level, basically), and moving through cmdr/capt/cdre/various levels of adm with the potential of going through a couple of different routes whether it's remaining as an escort commander (a la Spruance before Halsey outed him) or going straight for capital ship command, with increasing levels of ship complexity and ship numbers, or staying with just the one ship in simpler campaign modes (serving as a flag captain etc.). This can go with 'retinue' officers (chief engineers, CAP commanders, gunnery etc. etc.) to affect the ship handling aspect in question.

        Ship management (at least on the level that you want to have it), I don't think, is sufficiently compelling to grab a wide enough audience, but naval combat in the vein of Total War (Empire/Napoleon/FotS) can be somewhat dry with chances of blowing up or suffering crit hits being a dice roll and pausing to repairs being the only real 'management' thing. While of course it'd be impractical to implement a ship level combat system similar to Black Flag/Odyssey/Skull & Bones without a dual control mode for top-down view to monitor tactical situations. Complexity is great, but it can turn a lot of people away when it is, on the face of it, magnificently banal. A simple system interlinking the various working parts of a ship could very well work without being too intrusive to the main intention of the game for you to evolve a ship or fleet into the scourge of the oceans and trashing people in open sea battle.

        The one downfall of all this, though, is that WWII was the advent of aircraft carrier combat, and by 1941, battleships ceased to be relevant. So fuckers like me who know about naval history will just gun for four ship types and screw everything else (fleet carriers, heavy cruisers, destroyers and submarines and standardise all task forces into two carriers, four to six cruisers, six to eight destroyers and maybe a dozen submarines with half of them acting independently) well aware that were I to play as anything remotely Japanese, I'll take one look at the Yamato-class of ships and go 'nope, CONVERSION TIME!!' or just never play as anything German (Graf Zeppelin, you poor poor bastard), so there needs to be some balance around this or the management takes a back seat to going 'how the fuck do I make my airgroups absolute bitches?!'

        Comment


        • SckizoBoy
          SckizoBoy commented
          Editing a comment
          Oh certainly, officers would be the focus, naturally. Each section of the ship would have a couple of different fields they could specialise in etc.

          That mould could work neatly and it's logical to play it that way. The base crew plus a handful of officers (whether from the bridge, or the section heads, number in either case depending on section size) bringing particular buffs and can be either named (commissioned) or generic (non-commissioned). Indeed, per your previous comment, just need a programmer to get this rolling! Got an art director?!

        • Chidis
          Chidis commented
          Editing a comment
          Thats the problem, i got nothing, no programing skills, no capital to fund something like that, just my imagination

        • SckizoBoy
          SckizoBoy commented
          Editing a comment
          No worries, my imaginative friend, all projects start somewhere.

          I enjoy writing, but don't have an agent or edits, so my novels need some work to get their way to a publisher's desk... still, I'm sure you don't need my help to come up with loads of fleshed out campaign stories!

      • #5
        Click image for larger version

Name:	Battleship.png
Views:	1
Size:	222.8 KB
ID:	25900 [ATTACH]n25901[/ATTACH] Some theoretical schematic on how different systems works, pleaso dont laugh TO MUCH about abismall picture made in MS Paint

        Comment


        • Chidis
          Chidis commented
          Editing a comment
          Yep, I made avatar from Men of Yamato screeshot As for list i made, its just a concept, so pretty much everything can be changed/expanded. I dont think i can go and show it for any respectable developer. As for seaplanes, i know that while cruisers indeed had planes hanging on catapult due to lack of space, but bigger ships often had 2-3 seaplanes with dismantled wings tucked under the deck. And if indeed game would be set in fictional world, some liberties can be taken without much problems.

        • SckizoBoy
          SckizoBoy commented
          Editing a comment
          Nice! Got something right for once, ship ID wise, LOL! Almost felt like that pilot in Tora! Tora! Tora! who shouts Enterprise when being shown silhouettes only to be told it's his flagship!

          Anyway, of course, this is just the start but it's never a wasted effort to develop it, even by yourself (never know who or what might come along), and duly noted about the seaplanes, I didn't realise battlecruiser and larger class ships did that... thanks for the know-how.

        • Chidis
          Chidis commented
          Editing a comment
          Thats the thing, you always learn something new when you start interest in topic like that. I myself just recently learned that one reason for Bismarck demise was that he wasnt steerable with propelers alone. So when torpedo got his rudder, he was doomed

      • #6
        Well, i redone my presentation to somewhat bearable level, and expanded on game sistem. Again, comment, critique and inprovement sugestion is welcomed!
        https://drive.google.com/file/d/1K4o...ew?usp=sharing

        Comment

        Working...
        X