Thank you Stealth for your time, your kind coverage and your honest feedback ❤️ Thanks to all those who were being nice to us in the comments 😅 if you feel like asking some questions, please don't hesitate, shoot right below, we'll try to give them a proper reply. Thank you all 🙏👍
First off, I am 50 so that will show some age. The first big time computer games for myself were all Microprose and Sierra. So I have been watching this game since the Microprose website first had it with the relaunch of the site. Dam, this looks breath taking. 2023 should be an interesting year for titles. Hey, Stealth keep up the good work. I love the coverage of the games you do.
Well, as long as we see good product they will have my support. I would just like for them to allow pre-purchase of the games. It would show them support and allow money flow to happen. Grant it they might not be figuring out the end product cost until late in the project.
As a former surface warfare officer in the US Navy, I can to say without a doubt someone went through great lengths to nail the minute details. Everything from how the task force is broken down in to Task Groups and Task Units to the use of maneuvering boards makes me excited to get my hands on this.
The sheer passion of the devs is the best thing about this game. With such passion, there’s no doubt that the end result will be a high quality product made with the customers in mind first and foremost.
That they are showing a lot of technical parts of this game is encouraging. Also, having a decent soundtrack adds a lot to the immersion. That’s what I liked about War on the Sea. At some parts of this trailer it felt like I was watching a WWII documentary.
Thanks! Our Composers also have written the music for Cold Waters, War on the Sea and some other games you might know of (Xenonauts 1 & 2 among others). They will be making the music for Sea Power too :)
I am a retired ship driver. If the game can accurately handle a ship safely changing station through the middle of a carrier formation it will be worth buying right there. This is a damned serious maneuver IRL. We were absolutely forbidden to pass ahead of the carrier with less than two nautical miles closest point of approach. If we had to do it the Captain would take the conn and do it. If the developers are going to show this attention to detail in the small things, the big things will be amazing.
This game does indeed look promising. Thanks for the coverage Stealth, I hadn't heard of this game before. One thing I'd like expanded on more is how the game is going to handle gun battles between ships.
@@Defbond707 Yeah while WOTS is not a bad game, it is definitely a lost opportunity. It never felt like it was a finished product. To be fair the developers have released fairly regular patches and updates but it still hasn't delivered on its initial promise.
Very interesting. As you suggest, the key will be to avoid getting lost in micro-managing, while still retaining enough control to feel actually in control.
Great video! You bring up an interesting point about having time to admire the models. I’ve noticed this in games like CtA Gates of Hell:Ostfront (phenomenal ww2 game btw). As graphics and hardware improve we get more and more impressive models in these large very involved gsme maps with a lot of assets. It gets to where we have to manage and micromanage so much that the models and cinematic aspects are missed. It’s a challenge developers will have to address more often in the future as more lifelike models and scenery is available.
I've been seeing devs posting short videos of their various in-game simulations (dogfighting, landing and launching planes of carrier, that sort of thing) for years now. It might be one of the most technically impressive strategy games i've ever seen.
Right watched the whole thing now, and yes this has the potential to be a classic. To me it has all of the detail and immersion that War on the Sea lacks (which is nota bad game by any means). I particularly like the attention to historical period detail in terms of the fleet management and formations, the way you direct fighters onto their targets etc. All that stuff is pure gold IMO giving you a real, immersive experience. Looking forward to this one!
if they have the cinematic replay system, this look like a tool for you to recreate that naval battle from history book and make your own version of documentary out of it, instead of making a scene separately and connect them (which is easier) now you can make the whole scenario and film it
Hello! Yes a replay system is planned. It will allow you to replay the battle with FoW options all off. Right now we plan on providing it, if possible, with actual time controls so that you can rewind or jump to the points in time with little constraint. Interesting things might very well happen at the same time in two very different places, so that's needed. UA-camrs & Wargamers alike are very much into making nice After Action Reports, so we need to provide them with the tools for it, especially if they were to play with all realism options activated (which would obviously limit their situation awareness during gameplay)
IF this game lives up...or even comes remotely close...to what is presented in the trailers, then it will be simply magnificent. I've played VaSP, WOTS, UA:D, RTW, ACS and met with varying levels of "some good potential, but they've fallen short in some [sometimes many] areas". TFA looks quite promising to be the one which finally puts it all together, and could be the game that players like me have wanted for decades. I'm fairly optimistic that it will do so. For a pre-release marketing trailer, it actually makes some pretty specific promises, shows good detail, and goes out of its way to stress historical authenticity. There's things already in the trailer which other developers in this genre not only haven't yet gotten right, but haven't even attempted, or probably weren't familiar enough with the subject to even consider. That alone tells me that this team is setting THEMSELVES an incredibly high bar.
Ohhh, I really want a task force game where you have to move your fleet through the sea while being constantly drained by the enemy, imagine loosing a battleship on a very unlucky hit, getting your carrier lunch deck destroyed and being unable to launch more than 1 or 2 fighters and now having to face a incoming 40 torpedo bombers or something, I like those stressful games
@@hawkeye5955 Galley Quarters! Galley Quarters! All cooks to their stations. Flow of the mess is, grilled chicken and potatoes on starboard, hot dogs and sandwiches on port. Galley Quarters!
Questions for a possible interview: - Will the campaign be historical in the aspect that we'll control task forces that existed back in the day or will we be able to create our own task forces with our selected ships and classes? - Will the crews gain veterancy? This question goes for pilots too. - Will the game be set during specific timeframes and objectives (e.g. win the Battle of Midway) or we'll just get a general objective (like in War on the Sea for example) with the timeframe being less important?
I really hate to get my hopes up for a game, but I've been following this for the last year. It's exactly the kind of game I've been looking for. I'm so excited, but also so nervous to overhype and be disappointed
The game looks amazing and like you said, if it works. I have faith that it will deliver. The devs are constantly posting updates and that is a good indication of how receptive they are going to be to the community once released. I'm ok waiting a bit for this if it means the game is functional when it lands.
My only concern is micromanaging, from what this shows it looks like its very easy to get overwhelmed when shit hits the fan. Everything else looks fantastic, I hope it doesn’t suffer from the same problems of War on The Sea My question for the devs: Will there be a function to make custom day to day flight schedule templates? For example every in game day at sunrise, the game will automatically launch 2-3 fighter patrols covering specific sectors of your fleet.
Don't worry, micromanaging is purely optional. There's an auto-button on the FDO interface so as to emulate a possible wish to specify CAP priorities, that's something that could have happened and enabling it directly on the interface made it easier & more intuitive. You're providing with a lot of info, overall but it doesn't mean that you got to assign damage control teams or steer ships yourself. That's the reason why we came up with that evolved avoidance system in the first place, so that your ships know when to behave in which circumstances. As for the templates, it is more alike what you had in Carriers at War or the Carrier Battle module of Pacific Air War. It might not be automated, but the burden remains limited. Can't have aircraft fly in a direction you don't plan on investigating in the first place, can we. Situation is fluid in a scenario, you could very well be on the other side of the Coral Sea within 24h at good speed. We'll try to keep your latest settings chosen by default I guess, it could help. As for CAP & IAP, yes we will try to find a way to automate some things - but CAP is heavily reliant on threat axis, so you might want to micromanage that so that the patrol zones you assign are relevant :) Cheers
I'm interested to know if we'll see more than just the Pacific theatre, or just USN and IJN forces. I did see two HMAS ships listed in the task force, but could we see some Mediterranean operations with a Royal Navy fleet engaging an Italian or German one? If not, could we see modding support to add various nations and their navies, as well as different locales?
That would be great. The Med had some awesome naval battles; the Malta convoys, raid on Taranto (inadvertent inspiration for Pearl Harbour!) and the Battle of Cape Matapan, where Barham, Valiant and Warspite demolished 3 Italian heavy cruisers.
Looks like a more fleshed out War on the Sea. And a WWII counter part to naval warfare in the missile age. Very nice, hope it will expand beyond 1942. Yorktown and Wildcats are nice and all, but Essex's and Hellcats are the bread and butter baby.
I love how many times they mention ships in formation not ramming eachother.... like it's a massive point of contention with a couple other bote games.
Fascinating. Now this looks terrific, but I hope that there will be more, not just aircraft. What period of WW2 is it going to cover. Will it start from an accurate historical point... lots of questions, but yes Wishlisting NOW.
Looks interesting. Looks like a nice fleet management game set in WW 2. Hopefully, it will feature historical missions. The terminology is correct unlike in some movies when it comes to how aircraft are referenced with Bogey being used for unknown aircraft and Bandit being used for enemy aircraft.
Informative and interesting, you ask some good questions. Has been on my Steam wish list for over a year-although I'd much prefer just buying it directly from the developer and actually "owning" something, but this shows my age. Referencing Fletcher Pratt is also an encouraging sign, hopefully showing the games roots in actual simulation rather than the arcade shoot em ups we have at the moment. I'll probably buy it regardless, given the alternatives out there.
I'm already hooked, and added to my Steam wishlist! Thanks for the excellent overview and breakdown of the trailer too. Question for Devs: Will there be a campaign mode? And will Task Force oiling and supply be modeled? And also, repairs at port etc.
This has been on my wishlist for the better part of a year. I guess if I had a question for the developers it'd be, can I was a replay of a mission/battle/operation after the fact? I really want to play with as much fog of war as possible, but I don't want to rob myself of the opportunity to see these beautiful dogfights!
I wonder if they will add training elements or experience elements to this to add to the realism... like, the Big E owed it's life largely to the effective firefighting training of its crew, as does any Navy vessel, especially back then!
You're right! What's certain is that USN & IJN will have different Damage Control ability values. We will have a set of doctrine modifiers for given scenarios so as to emulate the most relevant aspects. In terms of DC in particular it means making sure that post-Coral Sea US carrier DC teams will clear the fuel lines when under attack or on fire. It also means that until then, they will possibly be subject to the same catastrophic chain of even which lead to the loss of Lexington.
@@Stealth17Gaming No worry Stealth, it's working now from what I can collect, I did call our fanbase to help to kickstart the algo, that's why they might show up ^^ The Operations Room kindly RT'ed so you're getting some new blood too ;)
I played Task Force 1942 back in the day and really miss that game. It had a great mix of realism and action and felt authentic. Not a World of Warships paintball game. I am stoked to see this come back to save naval history PC gaming.....
Not sure if the developers read this, but I'm very impressed by this. It really reminds me of Battlestations Pacific (at least with regards to the formation and unit control system) and I wonder if they were inspired by it. It brings a tear to my eye that makes me think this is what BSP could have been if the developers for that game didn't pull the plug. I look forward to this game coming out.
Reading this! Thanks for your kind words :) And yes we're moved by the very same things, made of sweet memories from decade(s) ago when the PTO was the world we collectively lived in, whether it was through Carriers at War, TF42, Silent Service 2, GNB2, PAW, Silent Hunter 4, Uncommon Valor, WitP, PS or BSP, and not just a punch line for the latest entry in an industrial FPS series. We know what we've been missing, and we don't care so much about those who whine already based on a 10mn video. This game ain't meant for them. This game is meant for people like us, people like you :) Cheers
@@DrydockDreamsGames Yep played and miss a lot of those games. I think I must have played TF1942 till the CD-ROM wore out. And for half of that time I didn't even have proper sound because I had to figure out the proper sound config to work with my soundcard!
I think more importantly, what about the campaign/strategic implementation? Are we going to be limited to some sort of pre-made missions? historical battles? or will we be able to sort of "Silent Hunter" role-play through an entire historical (or even ahistorical) campaign? Maybe rising the ranks from managing small patrols to convoy escort to the eventual task force admiral? That'd what I'd like to see.
Well we're mostly making a Wargame with a simulation engine - I am afraid that sort of USN-simulator is out of the picture for now, even though I toyed with the idea early on (that could be super cool I am sure!). But we gotta get there with strong fundamentals first. Something we didn't put forward too much (but perhaps should have) is that there's only 4 of us, and among us one single dev. That's one guy coding everything you see on that video. Good things take time - all the more when there's just one guy working on them ;) We'll all have to be patient. But we're making good progress. I sure hope we'll get to that sort of gameplay you're describing someday. Just not right now ;) Cheers!
Looks quite a bit like War on the Sea, which has a similar theme. War on the Sea is more of an operation level game where your task is not controlling one task force, it's managing a lot more.
It looks cool. I like the videos where you spotlight upcoming games, Stealth! Even mobile ones (which I will never play myself, it's just not in my type). I like that game developers try to be realistic but it seems that they figured out some clever interface elements to ease with tedious tasks (e.g., I love the idea that you can save a fleet formation pattern, trying to set up the same formation or analogous ASW patrol areas in different missions in C:MO sometimes pisses me off). I hope that Japanese Navy will receive equal love and attention as the Allied fleet. It would be also nice if the game eventually included also the European theatre with combatants like France and Italy. But, if the creators ever read this comment, please, focus on the mechanics and polish it before adding new elements :)
Thanks for the kind words ^^ And yes, the polishing comes first. In terms of features, whatever is done there needs to become strong foundations on which the rest will be built. Failing now means failing forever after, and it is my opinion as a designer & a player that no amount of diversity & richness really makes for weak standards. These things, they do come back and bite you where it hurts. Cheers!
Looks amazing... I really, really wish you could delegate the Task Force actions and take control of a unit to fight with, be that a Ship or a Plane. I would love to order a Squadron of fighters and then zoom into the cockpit to take control and dogfight a bit for fun.
Nice pre-review. One question I still have, which I cant seem to figure out, will the player be able to jump in an individual plane and contribute to the action personally? I am thinking way back to Micropose's 1942: The Pacific Air War of the mid 90s. I still feel that was one of the best games out there and the fact you could jump in and fly individual planes, even as the gunner, made it leaps and bounds over anything else. I still haven't seen anything like that game so if anyone knows something newere that is similar gameplay, please do tell!
For me was the sound that made me shock the most the general quarters alarm the sound of the sailors running the radio of the pilots. Just in Sound department was overwhelming. The formations that was incredible too and Dreadnought definitely needs something like that. I post on they forums they need a Fleet management screen with the possibility to create fleets not based on ships but based on divisions. Sometimes it was really a headache trying to assemble a good fighting force because when they launch you to the battle some division had my fastest ship and the slowest ship in the same division I think they should at least assemble the division based on sister ships. But back to task force Admiral I think multi-player is possible BUT not as a PVP I think PVE would be best because for example you can have an overall commander and then having subcommanders in the sections of the task force or for example the Admiral is in charge of the fleets and someone is in charge of the formations and ships and other is in charge of the airspace. With that said I don't think PVP is possible because the side of the admin will always had the advantage since he can pause when he need it. PVE is a viable option since the game has several layers and areas of command and having teammates to relegate orders and commands might be fun.
Happy to know some of you are listening ^^ Yes the sound immersion to me has always been a bit of a let down in the genre, and when successful always has proven a very important aspect of the whole experience (for instance the mere sound of the guns in Fighting Steel, or even the polished sound environment of World of Warships). Don't wanna miss that one aspect of the experience or it might very well impact the whole package. As for MP we're still very far off these considerations though, but at some point I sure hope we'll be given the opportunity of giving it a try. Until then, the priority is on making a proper game first, the solid foundations of which will allow further development. All we be seen in due time, hopefully :) Cheers!
@@DrydockDreamsGames I really hope you release an early access version to play before the end of this year. Your game has been on my radar for a Year on steam but this trailer sold me, I don't care if still has issues I just want to play it and if my feedback can help I will do it.
@@Sym0S I was more thinking about the planes like can you have more than three type on you carrier. Aka the Wildcat, Dauntless, Avenger, and f4u. All at the same time
@@F4Ucorsair2 if its historical. i guess so. dev said they want to have equipment on the carriers that was there at the time of the scenario. that means you will have different loadouts for your carriers depending on year. (if the radar got an upgrade you will have it in later years). thats how i understand it. idk if you can costumize your loadout or if there will even be a sandbox-battle option.
yes please i always wanted to have a game where i can command a carrier fleet the closets thing was carrier command 2 but thats made for coop and not a strategy game
So, is there a 1st POV player options available in this? Being a pilot or flight leader, or say, an anti aircraft gunner on a carrier for any possible IJN air attacks on the task force?
the formation editer looks a bit like an advanced version of what battlestations midway and pacific had, atleast in terms of formation arrangement, on a different topic though, while this game looks amazing, it has a bit too much micromanagement so far in the video, fleet admiral would not be micro controlling the damage control parties of other vessels, they would be informed steadily about damage control efforts, but would not be issuing direct commands to the repair crews
Hello! There's no involvement of the player for damage control. The display is purely a display, you do not micromanage DC team. But you do take macro-level decisions (detaching ships, scuttling them...).
What would be really cool is to have coop and multiplayer where your partners can command ships in the task force, and manage CAP so you, as task force commander do not have to get task saturated while engaged.
I Do like the Models of the American and Japanese Aircraft Carriers But I would mainly like to know if there will be other Japanese carriers which aren't the shokaku and the zuikaku such as the akagi, kaga, soryu and hiryu but also if light/escort carriers will be in the game like the Casablanca/Independence class or the Ryujo/Zuiho Class, Overall this looks like a great game and a good rival for dreadnoughts so cant wait till it comes out
A big question I have is: Will there be a crew experience mechanic where ship and aircraft crews get more proficient and skilled the more battles they're in?
For now battles are not interconnected, so it is sort of moot, but before we do get there, we need to properly make experience matter in the tactical instance. We are working on different models regarding the representation of skill, especially in different departments (for instance, being good at something at night doesn't mean you will necessarily be good at everything else, if I was to mention night navigation & night surface combat). We'll get there soon enough, but when we do, we'll have a strong game working below it already so as not to be ahead of ourselves. Cheers!
Stealth, Question for the devs if you are able to arrange it (sorry that this is late). Will there be any possibility of a beta release instead of waiting for a full finished product? I understand the devs mentality on it will release when its ready but it seems like larger testing groups once all features are complete and just polishing touches needed would be helpful.
I wonder if Japanese flight operations will follow how the japanese actually did it or will it follow the America flight operation model ( like quite a few games) ?
Hello! Well there are two layers to that - That's one of the reasons why we're going only for the US side to begin with, because the level of granularity we are recreating would be hard to achieve without further dedicated research on Japanese archives. That's nothing too complicated, but it takes time, money, and obviously talent (and language skills!). We can base ourselves on Allied intel and post-war analysis (great literature like Shattered Sword, Kaigun, Sunburst...) but there's still something amiss in terms of scale compared to what we're currently making for the USN. So, besides assets (because it would require also a Japanese command room, Japanese voices, Japanese signals, etc...) we're not going for that just yet before we have strong foundations and a confirmation of the quality of our work. - The second layer is actual battlefield behavior. In that regard, each side will be provided with specific values that will entice them to take decisions based on doctrine. It's not just needed for the Japanese side actually - on the US side too, things change between December 41 and January 43, and we need a customizable system that allows us to reflect said changes. In the case of the IJN, it means that the IJN AI will be told by these values that - as an example - it shall use in priority its cruiser floatplanes pool for search operations, that strike packages will be carrier division-based with split assets between the two of them (the US having each carrier assembling its own package - as such the player will have to setup a strike for carrier 1, and another for carrier 2, etc...), that Japanese cruisers & battleships will more willingly use their main battery when firing at the odd US aircraft flying low, or so as to indicate the direction of an attack to the CAP, etc... At any rate, yes, it is planned to give its side its own identity, it's one of our features, and an aspect I expect our game to innovate on. Cheers!
Dogfighting that isn’t just turning in a circle like war on the sea is already such an amazing plus
WOTS fighter gameplay is such an afterthought.
@@dudududu1926 wich is sad because its really important
So much these comments! WotS has so much going for it, but that really holds it back.
As a WT player I wish I can call them to disengage ASAP because turn fighting with Zero is a suicde move XD
WOTS is simply a bad game
It’s sad
This looks like exactly the kind of pacific fleet warfare game I've been looking for.
SAMEE
same
I mean I´m waiting for Sea Power like for no other, but this looks good, too.
WW2 is just not my favourite setting :)
I was thinking the same thing.
@@RSProduxx WW2 is my favorite setting so personally I'm more excited for this game
Thank you Stealth for your time, your kind coverage and your honest feedback ❤️
Thanks to all those who were being nice to us in the comments 😅 if you feel like asking some questions, please don't hesitate, shoot right below, we'll try to give them a proper reply. Thank you all 🙏👍
I have only one request from you folks. Do not rush this. This is a very promising game i really have huge hopes for.
Will there be Modding support?
Are you gonna do an Early Access release to get some real world feedback? How is the replayability? I have many More questions! :)p
The game looks really good from this trailer! Really excited to see what it looks like when finished.
@@Speedy6617 Oh don't worry about that, if there's one thing we're not doing, it's the whole rushing thing 😅
Thanks for your kind support
First off, I am 50 so that will show some age. The first big time computer games for myself were all Microprose and Sierra. So I have been watching this game since the Microprose website first had it with the relaunch of the site.
Dam, this looks breath taking. 2023 should be an interesting year for titles.
Hey, Stealth keep up the good work. I love the coverage of the games you do.
I love microprose
MicroProse Manuals were on another level ..
Microprose made the best games ever. Shame making quality products isn’t the end all be all of being successful.
Well, as long as we see good product they will have my support.
I would just like for them to allow pre-purchase of the games. It would show them support and allow money flow to happen. Grant it they might not be figuring out the end product cost until late in the project.
I've got 17 years on you, my friend. And I'm overjoyed with the line of Microprose games coming out. I've wishlisted them all.
As a former surface warfare officer in the US Navy, I can to say without a doubt someone went through great lengths to nail the minute details. Everything from how the task force is broken down in to Task Groups and Task Units to the use of maneuvering boards makes me excited to get my hands on this.
Thank you very much for your kindness, and thank you for your service 🙏
The sheer passion of the devs is the best thing about this game. With such passion, there’s no doubt that the end result will be a high quality product made with the customers in mind first and foremost.
That they are showing a lot of technical parts of this game is encouraging. Also, having a decent soundtrack adds a lot to the immersion. That’s what I liked about War on the Sea. At some parts of this trailer it felt like I was watching a WWII documentary.
Thanks!
Our Composers also have written the music for Cold Waters, War on the Sea and some other games you might know of (Xenonauts 1 & 2 among others). They will be making the music for Sea Power too :)
Man I absolutely love the speaker announcements, radio chatter, and alarms. The audio sounds seem very immersive and I can't wait.
I am a retired ship driver. If the game can accurately handle a ship safely changing station through the middle of a carrier formation it will be worth buying right there. This is a damned serious maneuver IRL. We were absolutely forbidden to pass ahead of the carrier with less than two nautical miles closest point of approach. If we had to do it the Captain would take the conn and do it.
If the developers are going to show this attention to detail in the small things, the big things will be amazing.
looks like a blend of all the good things people developed over the years mashed together rather than singularly as the games concept
This game does indeed look promising. Thanks for the coverage Stealth, I hadn't heard of this game before. One thing I'd like expanded on more is how the game is going to handle gun battles between ships.
The Devs said that the main priority is certainly on the Carrier Air War, but they’re not gonna skimp on the gunfights too much
That game looks amazing! Formations that work?! I'm sold!
Right? I can't bash Dreadnoughts all the time but they had me at "formation system"!
This game's visuals really remind me of War on the sea, and considering I really enjoyed that game, I'm really looking forward to this.
War on the Sea is great, but there's no replay value, it's only a single campaign - a wasted opportunity.
@@Defbond707 Yeah while WOTS is not a bad game, it is definitely a lost opportunity. It never felt like it was a finished product. To be fair the developers have released fairly regular patches and updates but it still hasn't delivered on its initial promise.
Very interesting. As you suggest, the key will be to avoid getting lost in micro-managing, while still retaining enough control to feel actually in control.
Great video! You bring up an interesting point about having time to admire the models. I’ve noticed this in games like CtA Gates of Hell:Ostfront (phenomenal ww2 game btw). As graphics and hardware improve we get more and more impressive models in these large very involved gsme maps with a lot of assets. It gets to where we have to manage and micromanage so much that the models and cinematic aspects are missed. It’s a challenge developers will have to address more often in the future as more lifelike models and scenery is available.
I've been seeing devs posting short videos of their various in-game simulations (dogfighting, landing and launching planes of carrier, that sort of thing) for years now.
It might be one of the most technically impressive strategy games i've ever seen.
Wow. The historical accuracy of the various aspects of carrier warfare in this game are very accurate. This looks awesome!
Looks like a much more in-depth, realistic version of the classic Battlestations: Midway. Can't wait to try it!
Midway was such a good game.the multiplayer was magic.i really miss that game.
Midway was such a good game.the multiplayer was magic.i really miss that game.
Finally Battlestations Pacific gets a worthy sequel that I've been waiting for
I've been waiting so long for this every trailer makes me want it more
Thanks for your kind support ❤️
Looks like they're really going for historical accuracy, which is great.
By the deities I have goosebumps. If everything works as advertised this can be one helluva game to immerse yourself in
This game looks amazing, can't wait to see it in a campaign series or something similar
Only 3 minutes into the video and this is looking really good, the Pacific Naval strategy/simulation you've always wanted!
Right watched the whole thing now, and yes this has the potential to be a classic. To me it has all of the detail and immersion that War on the Sea lacks (which is nota bad game by any means). I particularly like the attention to historical period detail in terms of the fleet management and formations, the way you direct fighters onto their targets etc. All that stuff is pure gold IMO giving you a real, immersive experience. Looking forward to this one!
@@mrbeast85 Thank you for your kind words, I sure hope we'll do right by your expectations ;) cheers!
While I am never good at games like this, it looks fantastic! I already added it to my wish list. I don't really care how good I do. I can't wait!
if they have the cinematic replay system, this look like a tool for you to recreate that naval battle from history book and make your own version of documentary out of it, instead of making a scene separately and connect them (which is easier) now you can make the whole scenario and film it
Hello! Yes a replay system is planned. It will allow you to replay the battle with FoW options all off. Right now we plan on providing it, if possible, with actual time controls so that you can rewind or jump to the points in time with little constraint. Interesting things might very well happen at the same time in two very different places, so that's needed. UA-camrs & Wargamers alike are very much into making nice After Action Reports, so we need to provide them with the tools for it, especially if they were to play with all realism options activated (which would obviously limit their situation awareness during gameplay)
Really been looking forward to the launch of this title. Thank you for bringing it to us.
IF this game lives up...or even comes remotely close...to what is presented in the trailers, then it will be simply magnificent. I've played VaSP, WOTS, UA:D, RTW, ACS and met with varying levels of "some good potential, but they've fallen short in some [sometimes many] areas". TFA looks quite promising to be the one which finally puts it all together, and could be the game that players like me have wanted for decades.
I'm fairly optimistic that it will do so. For a pre-release marketing trailer, it actually makes some pretty specific promises, shows good detail, and goes out of its way to stress historical authenticity. There's things already in the trailer which other developers in this genre not only haven't yet gotten right, but haven't even attempted, or probably weren't familiar enough with the subject to even consider. That alone tells me that this team is setting THEMSELVES an incredibly high bar.
Check out how well this formation system works :O - twitter.com/DrydockDreams/status/1472735837960151046?t=VO834i3JBWDNfwP9yU5VcA&s=19
Ohhh, I really want a task force game where you have to move your fleet through the sea while being constantly drained by the enemy, imagine loosing a battleship on a very unlucky hit, getting your carrier lunch deck destroyed and being unable to launch more than 1 or 2 fighters and now having to face a incoming 40 torpedo bombers or something, I like those stressful games
That's the kind of stress we're aiming for indeed ;) cheers
Served on the Kitty Hawk - didn't have a lunch deck- did have a launch deck (Flight Deck) LOL! sandwiches could be had in the Midnights' grill.
@@vf-114jock2 : "Hungry sailors inbound! All sandwiches man your food stations!"
@@hawkeye5955 LOL!
@@hawkeye5955 Galley Quarters! Galley Quarters! All cooks to their stations. Flow of the mess is, grilled chicken and potatoes on starboard, hot dogs and sandwiches on port. Galley Quarters!
This is basically an evolved Battlestations game, I dig that a lot, since I loved the Battlestations series
Questions for a possible interview:
- Will the campaign be historical in the aspect that we'll control task forces that existed back in the day or will we be able to create our own task forces with our selected ships and classes?
- Will the crews gain veterancy? This question goes for pilots too.
- Will the game be set during specific timeframes and objectives (e.g. win the Battle of Midway) or we'll just get a general objective (like in War on the Sea for example) with the timeframe being less important?
I really hate to get my hopes up for a game, but I've been following this for the last year. It's exactly the kind of game I've been looking for. I'm so excited, but also so nervous to overhype and be disappointed
Wow, this looks awesome, looking forward to it. Like Admiral Dreadnought 3.0
The game looks amazing and like you said, if it works. I have faith that it will deliver. The devs are constantly posting updates and that is a good indication of how receptive they are going to be to the community once released. I'm ok waiting a bit for this if it means the game is functional when it lands.
A very impressive and promising game. Thank you for sharing.
My only concern is micromanaging, from what this shows it looks like its very easy to get overwhelmed when shit hits the fan. Everything else looks fantastic, I hope it doesn’t suffer from the same problems of War on The Sea
My question for the devs: Will there be a function to make custom day to day flight schedule templates? For example every in game day at sunrise, the game will automatically launch 2-3 fighter patrols covering specific sectors of your fleet.
Don't worry, micromanaging is purely optional. There's an auto-button on the FDO interface so as to emulate a possible wish to specify CAP priorities, that's something that could have happened and enabling it directly on the interface made it easier & more intuitive. You're providing with a lot of info, overall but it doesn't mean that you got to assign damage control teams or steer ships yourself. That's the reason why we came up with that evolved avoidance system in the first place, so that your ships know when to behave in which circumstances.
As for the templates, it is more alike what you had in Carriers at War or the Carrier Battle module of Pacific Air War. It might not be automated, but the burden remains limited. Can't have aircraft fly in a direction you don't plan on investigating in the first place, can we. Situation is fluid in a scenario, you could very well be on the other side of the Coral Sea within 24h at good speed. We'll try to keep your latest settings chosen by default I guess, it could help.
As for CAP & IAP, yes we will try to find a way to automate some things - but CAP is heavily reliant on threat axis, so you might want to micromanage that so that the patrol zones you assign are relevant :)
Cheers
Thanks for sharing this. Microprose is on fire! I hope all their new stuff pans out.
This looks very immersive and expansive.
I'm starting to regret subscribing to your channel as my Steam wishlist is getting longer and longer lol.
"This game is for Single Player"
Me: FINALLY, A Game without my shitty Router
I've been keeping an eye on this for a while! I was pretty excited for U-Boat Hunter, but this has got me hyped up!
I'm interested to know if we'll see more than just the Pacific theatre, or just USN and IJN forces. I did see two HMAS ships listed in the task force, but could we see some Mediterranean operations with a Royal Navy fleet engaging an Italian or German one? If not, could we see modding support to add various nations and their navies, as well as different locales?
That would be great. The Med had some awesome naval battles; the Malta convoys, raid on Taranto (inadvertent inspiration for Pearl Harbour!) and the Battle of Cape Matapan, where Barham, Valiant and Warspite demolished 3 Italian heavy cruisers.
Looks like a more fleshed out War on the Sea. And a WWII counter part to naval warfare in the missile age. Very nice, hope it will expand beyond 1942. Yorktown and Wildcats are nice and all, but Essex's and Hellcats are the bread and butter baby.
I've been following this game for a little while now. And I can't Wait!
Oh yeah, this game is gonna be awesome for those that love ww2 naval warfare.
I love how many times they mention ships in formation not ramming eachother.... like it's a massive point of contention with a couple other bote games.
Fascinating. Now this looks terrific, but I hope that there will be more, not just aircraft. What period of WW2 is it going to cover. Will it start from an accurate historical point... lots of questions, but yes Wishlisting NOW.
Looks interesting. Looks like a nice fleet management game set in WW 2. Hopefully, it will feature historical missions. The terminology is correct unlike in some movies when it comes to how aircraft are referenced with Bogey being used for unknown aircraft and Bandit being used for enemy aircraft.
looks like my dream game being born
Informative and interesting, you ask some good questions. Has been on my Steam wish list for over a year-although I'd much prefer just buying it directly from the developer and actually "owning" something, but this shows my age. Referencing Fletcher Pratt is also an encouraging sign, hopefully showing the games roots in actual simulation rather than the arcade shoot em ups we have at the moment. I'll probably buy it regardless, given the alternatives out there.
Wishlisted. Looks awesome. Can't wait.
This looks so much better than War on the Sea, Victory at Sea: Pacific and Dreadnoughts.
The spirit of Battlestations lives on.
That game is so much fun to play.
I'm already hooked, and added to my Steam wishlist! Thanks for the excellent overview and breakdown of the trailer too. Question for Devs: Will there be a campaign mode? And will Task Force oiling and supply be modeled? And also, repairs at port etc.
This has been on my wishlist for the better part of a year. I guess if I had a question for the developers it'd be, can I was a replay of a mission/battle/operation after the fact? I really want to play with as much fog of war as possible, but I don't want to rob myself of the opportunity to see these beautiful dogfights!
Looks great so far.
Reminds me a bit of battlestations Pacific, with alot more features!
I wonder if they will add training elements or experience elements to this to add to the realism... like, the Big E owed it's life largely to the effective firefighting training of its crew, as does any Navy vessel, especially back then!
You're right! What's certain is that USN & IJN will have different Damage Control ability values. We will have a set of doctrine modifiers for given scenarios so as to emulate the most relevant aspects. In terms of DC in particular it means making sure that post-Coral Sea US carrier DC teams will clear the fuel lines when under attack or on fire. It also means that until then, they will possibly be subject to the same catastrophic chain of even which lead to the loss of Lexington.
I have been lowkey waiting for a new battlestations type game this is so promising
keeping for fingers crossed for a great game
Been waiting for this a long time. Thanks for showing some of it.
Thanks for the peak in on this and your comments.
This is one i've got my eyes on too. Bit niche but i love all the WW2 navy stuff.
Aprantly this got taken down temporarily unfortunately so here to give it some more love
Thank you Captain 😘
I have no idea what's going on with the video. UA-cam is looking into it
@@Stealth17Gaming No worry Stealth, it's working now from what I can collect, I did call our fanbase to help to kickstart the algo, that's why they might show up ^^
The Operations Room kindly RT'ed so you're getting some new blood too ;)
@@DrydockDreamsGames Perfect!
l cant wait stealth for some game play one question would you be able to play as CV-6 Enterprise
I played Task Force 1942 back in the day and really miss that game. It had a great mix of realism and action and felt authentic. Not a World of Warships paintball game. I am stoked to see this come back to save naval history PC gaming.....
Happy to see that you know where that game comes from, and to have you along for the ride :) cheers!
Not sure if the developers read this, but I'm very impressed by this. It really reminds me of Battlestations Pacific (at least with regards to the formation and unit control system) and I wonder if they were inspired by it.
It brings a tear to my eye that makes me think this is what BSP could have been if the developers for that game didn't pull the plug. I look forward to this game coming out.
Reading this! Thanks for your kind words :)
And yes we're moved by the very same things, made of sweet memories from decade(s) ago when the PTO was the world we collectively lived in, whether it was through Carriers at War, TF42, Silent Service 2, GNB2, PAW, Silent Hunter 4, Uncommon Valor, WitP, PS or BSP, and not just a punch line for the latest entry in an industrial FPS series. We know what we've been missing, and we don't care so much about those who whine already based on a 10mn video.
This game ain't meant for them. This game is meant for people like us, people like you :)
Cheers
@@DrydockDreamsGames Yep played and miss a lot of those games. I think I must have played TF1942 till the CD-ROM wore out. And for half of that time I didn't even have proper sound because I had to figure out the proper sound config to work with my soundcard!
I'm wondering how a custom scenario editor would look for this game. Would love to try out that kind of thing if it's in the plans.
I think more importantly, what about the campaign/strategic implementation?
Are we going to be limited to some sort of pre-made missions? historical battles?
or will we be able to sort of "Silent Hunter" role-play through an entire historical (or even ahistorical) campaign?
Maybe rising the ranks from managing small patrols to convoy escort to the eventual task force admiral? That'd what I'd like to see.
Well we're mostly making a Wargame with a simulation engine - I am afraid that sort of USN-simulator is out of the picture for now, even though I toyed with the idea early on (that could be super cool I am sure!). But we gotta get there with strong fundamentals first. Something we didn't put forward too much (but perhaps should have) is that there's only 4 of us, and among us one single dev. That's one guy coding everything you see on that video. Good things take time - all the more when there's just one guy working on them ;)
We'll all have to be patient. But we're making good progress. I sure hope we'll get to that sort of gameplay you're describing someday. Just not right now ;)
Cheers!
Looks quite a bit like War on the Sea, which has a similar theme. War on the Sea is more of an operation level game where your task is not controlling one task force, it's managing a lot more.
looks great. Hopefully the gameplay will be engaging and fun and varied things to do.
getting some real Battlestations: pacific vibes and this game may scratch that itch for a good ww2 tactical naval game
Wow. I remember playing PTO (Pacific Theater Operations) on super Nintendo. We have come a long way in strategy games.
It looks cool. I like the videos where you spotlight upcoming games, Stealth! Even mobile ones (which I will never play myself, it's just not in my type).
I like that game developers try to be realistic but it seems that they figured out some clever interface elements to ease with tedious tasks (e.g., I love the idea that you can save a fleet formation pattern, trying to set up the same formation or analogous ASW patrol areas in different missions in C:MO sometimes pisses me off).
I hope that Japanese Navy will receive equal love and attention as the Allied fleet. It would be also nice if the game eventually included also the European theatre with combatants like France and Italy. But, if the creators ever read this comment, please, focus on the mechanics and polish it before adding new elements :)
Thanks for the kind words ^^ And yes, the polishing comes first. In terms of features, whatever is done there needs to become strong foundations on which the rest will be built. Failing now means failing forever after, and it is my opinion as a designer & a player that no amount of diversity & richness really makes for weak standards. These things, they do come back and bite you where it hurts.
Cheers!
@@DrydockDreamsGames I'm glad to hear that. Good luck and godspeed! :)
I am old enough to remember Task Force 1942 of early 1990s-vintage, if I recalled correctly.
Looks amazing... I really, really wish you could delegate the Task Force actions and take control of a unit to fight with, be that a Ship or a Plane. I would love to order a Squadron of fighters and then zoom into the cockpit to take control and dogfight a bit for fun.
I'm really excited about this title!
That looks amazing, thanks !
What I wouldn’t give to be able to play an authentic simulation of the Battle of Midway. This looks like it gets incredibly close to that opportunity.
Nice pre-review. One question I still have, which I cant seem to figure out, will the player be able to jump in an individual plane and contribute to the action personally? I am thinking way back to Micropose's 1942: The Pacific Air War of the mid 90s. I still feel that was one of the best games out there and the fact you could jump in and fly individual planes, even as the gunner, made it leaps and bounds over anything else. I still haven't seen anything like that game so if anyone knows something newere that is similar gameplay, please do tell!
Oh look nice !! More pls!
it already has everything we players in dreadnaughts have been asking for and still haven't got.
For me was the sound that made me shock the most the general quarters alarm the sound of the sailors running the radio of the pilots. Just in Sound department was overwhelming. The formations that was incredible too and Dreadnought definitely needs something like that. I post on they forums they need a Fleet management screen with the possibility to create fleets not based on ships but based on divisions. Sometimes it was really a headache trying to assemble a good fighting force because when they launch you to the battle some division had my fastest ship and the slowest ship in the same division I think they should at least assemble the division based on sister ships. But back to task force Admiral I think multi-player is possible BUT not as a PVP I think PVE would be best because for example you can have an overall commander and then having subcommanders in the sections of the task force or for example the Admiral is in charge of the fleets and someone is in charge of the formations and ships and other is in charge of the airspace.
With that said I don't think PVP is possible because the side of the admin will always had the advantage since he can pause when he need it. PVE is a viable option since the game has several layers and areas of command and having teammates to relegate orders and commands might be fun.
Happy to know some of you are listening ^^
Yes the sound immersion to me has always been a bit of a let down in the genre, and when successful always has proven a very important aspect of the whole experience (for instance the mere sound of the guns in Fighting Steel, or even the polished sound environment of World of Warships). Don't wanna miss that one aspect of the experience or it might very well impact the whole package.
As for MP we're still very far off these considerations though, but at some point I sure hope we'll be given the opportunity of giving it a try. Until then, the priority is on making a proper game first, the solid foundations of which will allow further development. All we be seen in due time, hopefully :)
Cheers!
@@DrydockDreamsGames I really hope you release an early access version to play before the end of this year. Your game has been on my radar for a Year on steam but this trailer sold me, I don't care if still has issues I just want to play it and if my feedback can help I will do it.
I wonder how Customizable you flights will be and your task force
very costomisible. you can set doctrines and your taskforce depends on the scenario you choose
@@Sym0S I was more thinking about the planes like can you have more than three type on you carrier. Aka the Wildcat, Dauntless, Avenger, and f4u. All at the same time
@@F4Ucorsair2 if its historical. i guess so. dev said they want to have equipment on the carriers that was there at the time of the scenario. that means you will have different loadouts for your carriers depending on year. (if the radar got an upgrade you will have it in later years). thats how i understand it. idk if you can costumize your loadout or if there will even be a sandbox-battle option.
game will be scenario driven. historicals and "what if.." scenarios
If they also include the Atlantic and Mediterranean theater that would be pretty awesome too
yes please i always wanted to have a game where i can command a carrier fleet the closets thing was carrier command 2 but thats made for coop and not a strategy game
Check out sea power
@@lucasart328 will do
So, is there a 1st POV player options available in this? Being a pilot or flight leader, or say, an anti aircraft gunner on a carrier for any possible IJN air attacks on the task force?
the formation editer looks a bit like an advanced version of what battlestations midway and pacific had, atleast in terms of formation arrangement, on a different topic though, while this game looks amazing, it has a bit too much micromanagement so far in the video, fleet admiral would not be micro controlling the damage control parties of other vessels, they would be informed steadily about damage control efforts, but would not be issuing direct commands to the repair crews
Hello!
There's no involvement of the player for damage control. The display is purely a display, you do not micromanage DC team. But you do take macro-level decisions (detaching ships, scuttling them...).
@@DrydockDreamsGames ah cool then, glad to see I was mistaken on that, mistake aside, is this ever a game console players will see?
What would be really cool is to have coop and multiplayer where your partners can command ships in the task force, and manage CAP so you, as task force commander do not have to get task saturated while engaged.
I Do like the Models of the American and Japanese Aircraft Carriers But I would mainly like to know if there will be other Japanese carriers which aren't the shokaku and the zuikaku such as the akagi, kaga, soryu and hiryu but also if light/escort carriers will be in the game like the Casablanca/Independence class or the Ryujo/Zuiho Class,
Overall this looks like a great game and a good rival for dreadnoughts so cant wait till it comes out
All i can hope is Microprose makes another F1 game one day too :p pretty hyped for TF:A (insert anchor)
I hope this will be better than War on the Sea
What??! Where did this come from?
A big question I have is: Will there be a crew experience mechanic where ship and aircraft crews get more proficient and skilled the more battles they're in?
For now battles are not interconnected, so it is sort of moot, but before we do get there, we need to properly make experience matter in the tactical instance. We are working on different models regarding the representation of skill, especially in different departments (for instance, being good at something at night doesn't mean you will necessarily be good at everything else, if I was to mention night navigation & night surface combat). We'll get there soon enough, but when we do, we'll have a strong game working below it already so as not to be ahead of ourselves. Cheers!
Stealth,
Question for the devs if you are able to arrange it (sorry that this is late). Will there be any possibility of a beta release instead of waiting for a full finished product? I understand the devs mentality on it will release when its ready but it seems like larger testing groups once all features are complete and just polishing touches needed would be helpful.
I am very excited about this game. Battlestations Pacific successor
Awesome looking game. Can't wait.
glad to see so many navy games lately
I wonder if Japanese flight operations will follow how the japanese actually did it or will it follow the America flight operation model ( like quite a few games) ?
Hello!
Well there are two layers to that
- That's one of the reasons why we're going only for the US side to begin with, because the level of granularity we are recreating would be hard to achieve without further dedicated research on Japanese archives. That's nothing too complicated, but it takes time, money, and obviously talent (and language skills!). We can base ourselves on Allied intel and post-war analysis (great literature like Shattered Sword, Kaigun, Sunburst...) but there's still something amiss in terms of scale compared to what we're currently making for the USN. So, besides assets (because it would require also a Japanese command room, Japanese voices, Japanese signals, etc...) we're not going for that just yet before we have strong foundations and a confirmation of the quality of our work.
- The second layer is actual battlefield behavior. In that regard, each side will be provided with specific values that will entice them to take decisions based on doctrine. It's not just needed for the Japanese side actually - on the US side too, things change between December 41 and January 43, and we need a customizable system that allows us to reflect said changes. In the case of the IJN, it means that the IJN AI will be told by these values that - as an example - it shall use in priority its cruiser floatplanes pool for search operations, that strike packages will be carrier division-based with split assets between the two of them (the US having each carrier assembling its own package - as such the player will have to setup a strike for carrier 1, and another for carrier 2, etc...), that Japanese cruisers & battleships will more willingly use their main battery when firing at the odd US aircraft flying low, or so as to indicate the direction of an attack to the CAP, etc...
At any rate, yes, it is planned to give its side its own identity, it's one of our features, and an aspect I expect our game to innovate on.
Cheers!
@@DrydockDreamsGames Sounds amazing.
Battleship dreadnoughts got no formation system :D In campaign I play small groups as managing something bigger that 5 vessels is real pain