#Naval Warfare for Kiomet Island Gamemode

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quaint granite
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#1138651559736119497
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Expansion on my Kiomet Navies post if there really was a Kiomet gamemode focused on navies.
I can see this as an update if the Kiomet player base dies down and needs something new in their life.

Introducing the:
Naval Port Tower - Towers connecting land to sea. Whoever controls it can send troops from land to sea. See further: #1138651559736119497
Shipyard LVL 1 Tower - Builds a Frigate every 30s. Has the functions of a Naval Port Tower.
Shipyard LVL 2 Tower - Builds a Destroyer every 45s. Has the functions of a Naval Port Tower.
Shipyard LVL 3 Tower - Builds a Battleship every 80s. Has the functions of a Naval Port Tower.

VISUAL RANGES: EVERY # IS THE HOW MANY INTER-SEA CENTERS (dots units can move through to cross sea paths.)

Convoy Unit - Any land-based unit (not a projectile, not a naval ship, and not a aircraft.) that goes to sea through a Naval Port. Their individual attacks still do the same damage against Naval Units.
Frigate Unit - Has a visual range of 5. Does 24 Damage Against Convoys. Does 3 Damage Against Naval Targets.
Destroyer Unit - Has a visual range of 3. Does 18 Damage Against Convoys. Does 5 Damage Against Naval Targets.
Battleship Unit - Has a visual range of 5. Does 12 Damage Against Convoys. Does 9 Damage Against Naval Targets.

Fighter Now Does 1 Damage To Naval Ships. 3 Damage To Convoys.
Bomber Now Does 3 Damage To Naval Ships, 3 Damage To Convoys.

NOTE: this is clearly not balanced but gives a general idea of what these units would be like.

SO... There are 2 ways to go through with this. I think the best one would be that when you hover over a ship it would kinda select it and you can of course, combine ships in the sea centers as some sort of naval group. This would let you be able to manually send fighters and bombers to bomb these ships like a projectile even if they are still moving (but not through an automatic supply line).
To be continued-

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AI-generated rewrite to make it more accurate and balanced apparently.

||Here's a revised version of your post, with more balanced numbers that reflect real-world values:

Reimagining the Kiomet Navies

If the Kiomet player base ever needs a fresh wave of excitement, the following update could be a game-changer.

Introducing:

  • Naval Port: This tower forms a bridge between land and sea. Any player in control of a Naval Port can send troops from land to sea. For more details, see the post on "Kiomet Island Gamemode".

  • Shipyard Level 1: This tower builds a Frigate every 60 seconds and also functions as a Naval Port.

  • Shipyard Level 2: This tower builds a Destroyer every 120 seconds and also functions as a Naval Port.

  • Shipyard Level 3: This tower builds a Battleship every 240 seconds and also functions as a Naval Port.

The visual range for units is measured in inter-sea centers (the dots units move through to navigate sea paths).

  • Convoy: Any land-based unit (excluding projectiles, naval ships, and aircraft) that goes to sea via a Naval Port. Their individual attacks retain the same damage potential against Naval Units.

  • Frigate: This unit has a visual range of 5 inter-sea centers. It deals 12 damage against Convoys and 2 damage against other Naval Units.

  • Destroyer: This unit has a visual range of 3 inter-sea centers. It deals 9 damage against Convoys and 4 damage against other Naval Units.

  • Battleship: This unit has a visual range of 5 inter-sea centers. It deals 6 damage against Convoys and 6 damage against other Naval Units.

These numbers reflect a more balanced approach to the game, taking into account the real-world capabilities and functions of these types of naval vessels.||

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continuation from first post-
But this leaves the question if these ships have some sort of automatic firing range or not. I think for simplicity sakes, it shouldn't be like this.

I forgot to mention it in the post but frigates can be used to out-maneuver convoys.

Convoys will have a fixed speed while Battleships and Destroyers being slower (especially the battleships) but they deal the most damage and are good for naval engagements.

I think a naval battle should take maybe 5 seconds to resolve but also, I think that battleships should be so powerful that just spamming Frigates would be impossible UNLESS- Frigates are unable to go past the coastal line (the line circling the entire coast of a body of water) which makes sense.

I think I prefer that so people can't just spam frigates but they can use it to protect their coasts just like what they do in real life.

Submarines in my opinion are too RNG.

End of the organized part of this thread, start from top

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@prisma pulsar What do you think?

It's clearly not balanced but I got the general system down.

prisma pulsar
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if the Kiomet player base dies down and needs something new in their life.

If the Kiomet player base ever needs a fresh wave of excitement

I can only imagine your prompt 😂

anyway, maritime towers are speculatively planned. rather than frigate, destroyer, battleship, we might have destroyer, submarine, and (maybe) transport. submarines would have the special ability of stealth (cannot see them unless you have units/towers with sonar on the same road).

quaint granite
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🤔 I thought you wouldn't want to go into that much depth but good to know

quaint granite
analog needle
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Why make it complicated? I always kind of figured that any tower not connected had some kind of impassable terrain between it.

Why not water?

Make ships very slow moving with high damage, but can't travel along normal lines. Instead they travel between towers directly. Ships can be Intercepted by artillery or other ships.

There's problems with this system, but the point is that any new system should fit elegantly within the current game, or a new feature(like terrain)

quaint granite
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Yeah I think this system would only work if the main attention was on navies (like a gamemode) instead of integrating them into the main game. To focus on so many things is exhausting for any player after extended play. I believe this could only work if the landmasses were smaller definitely and if you control your island you always have the option to venture out at sea. Also I said on my post that if players ever got sick of Kiomet (player count going down) then this would make a little bit of sense.

This would actually incentivize players to build ships while managing smaller-scale warfare so they're not over-stressing (it would be like fighting another front on a large player or a different player on the main game) The naval warfare will bring meaningful consequences and be something "new"

I really like Squirrel's idea of naval towers added to the main game but I have a question what incentivizes people to send units over the ocean if they have a chance of being killed and never reaching their destination when they're not paying attention? Yes, this would incentivize players to build destroyers to escort their ships but I guess they would have to be faster than the transports to help root out the submarines (using the sonar towers)

Wait if your submarines kill transports out of nowhere and are still undiscovered because the other player doesnt have a sonar do they show up now?

I need to think about this more

analog needle
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It could be that owned naval towers "link" to one another and allow passage by all units. Could be a high risk way to open another front on the enemy.

Infantry autoconvert to transports at the dock then back at the other dock. They're fast but easy targets for actual naval units.

Some games like Supreme Ruler have taken that sort of approach to reduce micro(so you can travel Port to Port without a special ship)

quaint granite
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I am going to check that game out it sounds interesting

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Ooo they have a new game out called Supreme Ruler 2030

analog needle
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Supreme Ruler is fun but it is a bear of a game to learn. Economics simulator galore, a ridiculous tech tree, it takes a long time to do anything, but actually fighting wars is fun.

quaint granite
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How complicated is it compared to hoi4?

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Hmmmm I think I will buy it

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Hmm the reviews for the 2030 version aren't that good. I may just buy the base game

analog needle
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I own 2030, but haven't played much of it. Supreme Ruler: Ultimate was their definitive edition for awhile....

quaint granite