Topic: Commerce raiding in Naval Warfare

mxb2001
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Posted at: 2024-12-19, 17:53 UTC+1.0

Apologies if already suggested (not been following the naval warf posts that closely) but after finally trying NW out properly I was crestfallen to observe I can't attack enemy transport ships!

Having read the fabulous exploits of the Admiral Scheer I was wanting to sink all their transports.

Yes, I realize it also requires the ability to escort so you can protect your shipping. And that will require converting a lot more warships than usual.

Perhaps more than 1 class of ship? I suppose eventually WL can have ships of the lines (first to third rate), frigates and cannons/catapults (for the amazons and sumatrans) on all of them.


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tothxa
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Posted at: 2024-12-19, 19:12 UTC+1.0

mxb2001 wrote:

Apologies if already suggested (not been following the naval warf posts that closely) but after finally trying NW out properly I was crestfallen to observe I can't attack enemy transport ships!

Just like you can't attack the land economy of other players. So IMO this is the right thing.

Perhaps more than 1 class of ship? I suppose eventually WL can have ships of the lines (first to third rate), frigates and cannons/catapults (for the amazons and sumatrans) on all of them.

-1

Naval warfare was needed to make win conditions like Autocrat work when the map has separate islands. But it shouldn't be overdone, because that would turn Widelands into a completely different game.


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hessenfarmer
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Posted at: 2024-12-19, 20:48 UTC+1.0

tothxa wrote:

Naval warfare was needed to make win conditions like Autocrat work when the map has separate islands. But it shouldn't be overdone, because that would turn Widelands into a completely different game.

100% agreement on this


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Nordfriese
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Posted at: 2024-12-19, 21:05 UTC+1.0

Same. In my original idea for the implementation I planned on a third class of ship that would attack hostile transport ships and confiscate their wares. And any type of ship would be able to fight, and there would be an economy to produce and distribute cannonballs to ships (instead of the costless fighting we have now)… at one point I had a semi-functional branch for it, but I could not think of a way to implement this feature that didn't force the player to think a lot about military tactics and strategy or added real value to the economic side of the gameplay. So I scrapped this direction of coding.

I still think that if someone can design a way to implement this feature that focuses on the economy and does not emphasise fighting, it would be really cool to have, but unfortunately I doubt this is possible at all.


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Ron_of_Nord
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Posted at: 2025-04-08, 06:01 UTC+2.0

Nordfriese wrote:

Same. In my original idea for the implementation I planned on a third class of ship that would attack hostile transport ships and confiscate their wares. And any type of ship would be able to fight, and there would be an economy to produce and distribute cannonballs to ships (instead of the costless fighting we have now)… at one point I had a semi-functional branch for it, but I could not think of a way to implement this feature that didn't force the player to think a lot about military tactics and strategy or added real value to the economic side of the gameplay. So I scrapped this direction of coding.

I still think that if someone can design a way to implement this feature that focuses on the economy and does not emphasise fighting, it would be really cool to have, but unfortunately I doubt this is possible at all.

Having played, and lost , my first full Naval warfare game ( against the Empire at Normal AI ) I must concur that the current Naval warefare is quiet enough.
Whilst I lost the game, I am still new at NW , I learned a great deal about it's mechanics. I dont think that having ships attack other ships
with cannon balls is a good idea because that involves ranged combat. To do this properly, towers as well would have to be able to fight ships just off shore. I think that would break the current model IMHO


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Sauss-Ente
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Posted at: Yesterday 19:58 UTC+2.0

Would "piracy" be a good key skill for another tribe? Maybe something like somalian or caribbean pirates kind of, but 1000 years ago?

Can't imagine piracy would be too effective materialwise, as transport ships usually carry very little, but it would be a good little nuissance. But only, if there would be some kind of automation. A pirate ship patrolling in one line for example and returning the bounty to the next harbor. Hm, but even if it would be a underpowered skill, what about making gimmicky tribes? Not everyone has to be good.

Anyways, back to ships... the micromanagement (having to click a lot to navigate a ship) feels a bit out of place for Widelands. I'd like to see more automation options for ships. What about giving explorer ships the command options:

  • Sailing on command (button controls, like it is now)

  • Sailing randomly (maybe with the minimal direction to find unexplored, black patches on the map, kind of like the scout, but with infinite range)

  • Option "When harbour found": Notify and halt // Do nothing

  • Option "When land found": Halt and notify // Turn clockwise // Turn counterclockwise

  • Option "When having full-circled a land piece" Notify and halt // Continue circling // Return to harbour

  • (For warships) Option "When enemy ship spotted": Notify // Do not notify // Attack it immediately.

Widelands is a bit kind of a mail-spam-simulator, argumented through using ships (oh, and diplomacy as well).

The naval warfare is certainly fun! How does the battle take place acutally? Are two battling ships ramming each other? Thinking of the movie Ben Hur... there is some old-school naval warfare shown there. Maybe it's not that difficult to implement on the graphical side, just letting two ships drive into each other and give them the random damage on impact. Two ships dancing around each other must look somewhat funny I imagine.

Edited: Yesterday 20:01 UTC+2.0

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Ron_of_Nord
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Posted at: Today 04:20 UTC+2.0

Piracy, hmm,I think that would be a good skill for all the tribes as history has shown,
most seafaring nations had their dark side as well as colonists. I wonder if it could work some thing like the warship or expiditions ? Attack an enemy port/ship grab the booty if you win and scamper back to one of you're own ports. I also wonder if the current Lua scripting scheme could handle an idea like this to save
hard coding the idea into the code base. Might make the idea more flexible too.


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Ron_of_Nord
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Posted at: Today 04:34 UTC+2.0

The point made about a random ship, well I asked about scout ships sometime ago,
you might want to have a look at those posts.Manual sailing is fiddly I agree, but gives great
control when you need it.As to the post I mentioned, I think it covers most of you're
other points as well. All of the naval warfare I have fought has been trying to capture ports, with enemy ships
coming to the ports aid, so of my battles have been land based. Now I'm wondering
how a sea based battle is handled.
The problem with ramming ships comes back to the manual sailing, I don't think any lua
script could react fast enough to automate an attack like that, and what if the player
has other land battles in progress and has to shift his/her attention away from
the current sea battle. How then could that sea battle be resolved without some
automation.
I realise that I may have just killed my previous post, but it is an intriguing idea.

Edited: Today 04:35 UTC+2.0

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Ron_of_Nord
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Posted at: Today 04:43 UTC+2.0

hessenfarmer wrote

tothxa wrote:

Naval warfare was needed to make win conditions like Autocrat work when the map has separate islands. But it shouldn't be overdone, because that would turn Widelands into a completely different game.

100% agreement on this

After having a quick read of the Lua documentation, I actually have to agree with tothxa & hessenfarmer
on this. Piracy & changing ship battles may change the game too much.


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