New Naval Unit Poll: VOTE HERE!

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    • New Naval Unit Poll: VOTE HERE!

      Which of the following Naval Units would you most like to see released next? 67
      1.  
        Corvettes/Frigates/Escorts (20) 30%
      2.  
        Battlecruisers (17) 25%
      3.  
        Minelayers and/or Minesweepers (15) 22%
      4.  
        Hospital Ships/Support Ships (15) 22%
      Hello Everyone!

      This is it; All of Jacob's and my own ideas all together with a poll included! A few notes in this regard; Aircraft Carriers are NOT included in this poll. This is due to our understanding that Aircraft Carriers are most likely already being produced and worked on. In a nutshell, this poll is to get an idea of what ship the Call of War Community would like released AFTER Aircraft Carriers are completed.

      If possible, I would like to request that this Thread be "stickied" so as many people as possible get the chance to view and vote on this thread as possible.

      Here are all our previous threads for reference:


      BATTLECRUISERS

      James Hylton wrote:

      Battlecruisers, also called "Fast Battleships", were characterized by three prominent features; Big guns like a Battleship, Very fast speeds for their size, and lighter armor compared to other ships. Some also possessed decent anti-air defenses. The most famous example was the HMS Hood, the largest Battlecruiser ever built in England and possibly in the world. Our Great-Grandfather served on one of the last Battlecruisers ever commissioned, the USS Alaska of the Alaska-Class Battlecruisers.

      Considering these factors, Jacob and I decided on the following as potential stats for an in-game Battlecruiser;


      Would require a Level 2 or 3 Shipyard, and a Level 1 Factory to produce.

      Cost to build: 3000 Goods, 400 Manpower, 3000 Metal, 1000 Oil, 6500 Cash.

      Build Time: 1 day, 18 Hours, unboosted.

      Researchable after day 6. Research Costs: 3000 Goods, 4000 Rare Materials, 5,500 Cash.

      Level 2 research at 12 days, Level 3 at 18 days, and Level 4 at 24 days, etc.

      Daily upkeep; 65 Food, 150 Oil.

      Attack Range; 40-50km at Level 1, 60-70km at max level.

      Speed; 38km/h at level 1, maximum of 64km/h at max level.

      Attack Stats: 18.0-20.0 Attack against Ships, up to 28.0-30.0 attack at max level. 1.5-4.0 attack vs. infantry (depending on level). 1.0-3.0 attack against tanks/armor (also based on level). 0.3-0.8 Attack against Submarines (Level-based again). 2.5-6.0 Attack vs. Cities, level-based.

      Defense Stats: 4.5 Defense vs. Aircraft, increasing to 10.0 Defense at max Level. 10.0-15.0 defense against ships depending on level. 0.2-0.8 Defense against Submarines, based on level. (The low Sub defense is meant to reflect their real-life vulnerabilities).

      HP Stat: 45 or 55

      Their primary role would be to engage ships of cruiser-size or smaller and provide support for capitol ships (especially aircraft carriers, assuming they are soon released).
      Corvettes/Frigates/Escorts

      James Hylton wrote:

      Corvettes and/or Frigates is a title applied to smaller ships such as the British Castle-class corvettes or Frigates of the same era, such as the Captain-Class Frigate.
      Historically, they were smaller than Destroyers, and generally used for escort duty. They were also fairly quickly produced both before and during the war. For this game, the idea would basically be "Militia of the seas". Thus for game purposes, we came up with the following for stats;


      Research Costs: 2000 Goods, 1500 Rare Materials, 2000 Cash

      Research time: 12 hours at level 1, plus 4 hours time per level.

      Research Levels: Level 1 at day 1, level 2 at day 4, level 3 at day 8, level 4 at day 12.

      Build Costs: 600 Goods, 200 Manpower, 1500 Metal, 200 Oil, 2000 Cash.

      Build Time: 1 day, unboosted.

      Upkeep: 15-25 Food, 60 Oil.

      Defense stats: 1.5 against Subs, 1.0 against surface ships, and 0.3 against aircraft.

      Attack stats: 1.5 vs Ships, 1.0 vs Subs.

      Speed: 46 km/h to 66km/h, level dependent.

      HP: 15-20

      Range: of at least 10 km, maximum of 25 km, level based.

      Production Requirements: Level 1 Naval Base.


      These would essentially be escorts for convoys, or very cheap and easy to produce Navy units. My brother thinks they could also be useful as scouts.
      Minelayers and/or Minesweepers

      James Hylton wrote:

      Idea my brother and I had for adding a more strategic element to Naval warfare in the game. Minelayers would be based upon ships like the British Abdiel-class of WWII. These ships would possibly have characteristics as follows;


      Research Costs: 2500 Goods, 2000 Rare Materials, 3000 Cash

      Research time: 24 hours at level 1, plus 6 hours per level.


      Research Levels: Level 1 at day 4, level 2 at day 8, level 3 at day 12, level 4 at day 16.

      Build Costs: 1000 Goods, 225 Manpower, 2000 Metal, 250 Oil, 2750 Cash.

      Build Time: 1 day, 6 hours, unboosted.

      Upkeep: 20-25 Food, 65 Oil.

      Defense stats: 2.0 against Ships and Subs, 0.5 against aircraft, plus 0.3 per level.

      Attack stats: 1.0 vs Ships and Subs, plus 0.3 per level.

      Speed: 28 km/h to 40km/h, level dependent.

      HP: 25-30

      Range: 20 Km.

      Production Requirements: Level 2 Naval Base, Level 1 Factory.

      Abilities: Can deploy 1-3 minefields per day, depending on level. Mines are stationary stealth units with 15-30 attack vs. ships and subs and take 3 hours to deploy. Can be detected by Destroyers, and removed by Minesweepers.


      Minesweepers would be the counter to minefields, such as the Admirable-Class of WWII, with the following possible stats;


      Research Costs: 2000 Goods, 2500 Rare Materials, 3500 Cash

      Research time: 24 hours at level 1, plus 6 hours per level.


      Research Levels: Level 1 at day 4, level 2 at day 8, level 3 at day 12, level 4 at day 16.

      Build Costs: 1500 Goods, 150 Manpower, 1000 Metal, 250 Oil, 3250 Cash.

      Build Time: 1 day, unboosted.

      Upkeep: 15 Food, 45-65 Oil.

      Defense stats: 1.0 vs Ships, 2.0 vs Subs, 0.3 vs aircraft, plus 0.3 per level.

      Attack stats: 1.0 vs Ships, 0.5 vs Subs, plus 0.3 per level.

      Speed: 20 km/h to 30 km/h, level dependent.

      HP: 15-20

      Range: N/A

      Production Requirements: Level 2 Naval Base, Level 1 Factory.

      Abilities: Can remove enemy minefields without damage; process takes 3-6 hours.
      See Here for the original thread.
      Hospital Ships/Support Ships

      James Hylton wrote:

      This one took a few days for us to figure out due to historical complications; many Hospital Ships did not belong to a specific class, but were instead luxury liners that were converted for the purpose. One of the most famous examples would be the Britannic, the ill fated Sister Ship of the Titanic (Britannic was also the largest ship to be sunk during WWI). Also, in world war two, there were actually two types of Hospital ships; those used by the Army, and those used by the navy, and each had different roles.
      We decided that to keep things simple, we wouldn't distinguish between the two. We also concluded that these ships would likely follow the role of "damaged troop transport and healing unit". They would also likely follow the design of the WWII Comfort-Class ships. Stats could apply as follows:


      Research Costs: 1500 Goods, 1750 Rare Materials, 2500 Cash; Add 500 to each cost for level 2.

      Research time: 24 hours at level 1, 48 hours at level 2.

      Research Levels: Only 2 levels - Level 1 at day 6, level 2 at day 14

      Build Costs: 1000 Goods, 125 Manpower, 1500 Metal, 300 Oil, 2250 Cash.

      Build Time: 1 day, 12 hours, unboosted.

      Upkeep: 30-45 Food, 50 Oil.

      Defense stats: 2.5 against Ships and Subs, 0.5 against aircraft, plus 0.5 at level 2.

      Attack stats: Hospital Ships would be non-combat units.

      Speed: 20 km/h to 30km/h, level dependent.

      HP: 20-30

      Range: N/A

      Production Requirements: Level 1 Naval Base, Level 1 Factory, Level 1 Barracks.

      Abilities: Boosts the morale of transported units just as if they were stationed in a friendly province and allowed to recover over time, even while the ship is moving. At level two the regeneration would be equivalent to being stationed at the capitol. Can hold a maximum of three infantry units (Not armored units).
      "I'd be unstoppable if it wasn't for Law Enforcement and Physics!"

      -James Hylton
      "BOLDLY GOING FORWARD! ('Cause I can't find Reverse)"

      "I have returned from my wilderness Exile!!!"

    • Juan Bertin wrote:

      Submarines could be much more lethal against surface ships. One sub can bring down a much larger vessel.
      Not sure what ya mean by this; I think your on the wrong topic man.
      Forum Gang Reserves

      "Thars one of 'em african lions; the most dangerous cat in these 'ere pawts; Let's poke 'em wit a stick!"

      -BOLDLY GOING FORWARD! ('Cause I just broke the Brakes!)

    • I like some of those ideas, but as it is I do think the naval tree is going to be saturated for the time being with the Carriers reaching the end of their development cycle. The minesweeper and hospital ships are interesting units, and I would like to see how the minelaying and transport mechanics actually work out. I have a suspicion that convoyed units do actually heal at daychange, but I'm not quite sure about that.
      Kalantigos
      Master Chief Petty Officer.
      Game Moderator
      EN Community Support
      Bytro Labs | Call of War
    • hey guys, great bunch of ideas, all of them...

      but it IS kinda predictable how most people, went for the glory hogs in the big fast target rather than the DE's that did all the work, historically ||

      My preference is for the DE's... destroyers are great convoy guards, but it takes too many days to make them an operationally usable force to protect convoys in the initial phase of the game

      anyway, keep the ideas rolling in, is nice to see them

      -C
    • Jacob Hylton wrote:

      We need more people voting here; this isnt enough.
      Well, we've had over 100 views, but only around 20 votes. I think I might start broadcasting the link to this thread on the CoW chat in-game. Maybe we can get more people in that way.

      That being said, if you are reading this, please spread the word about this thread.
      "I'd be unstoppable if it wasn't for Law Enforcement and Physics!"

      -James Hylton
      "BOLDLY GOING FORWARD! ('Cause I can't find Reverse)"

      "I have returned from my wilderness Exile!!!"

    • I voted for the minelayers, though I believe the plan could use a small change. Destroyers seeing but not clearing mines? I think the minelayer/sweeper should be a 2 in 1 for gameplay reasons. Otherwise it would be too cumbersome to remove the mines (move in destroyer in view range but not on top of the mine, then send minelayer...).

      I like the corvette idea as well, but truthfully, the minelayer is basically the same 'size level'. The battlecruiser, whilst nice as a bonus, wouldnt see much action I believe. Either that, or the regular cruiser wont. And the Devs recently upgraded the cruiser to something that is very useful (AA boost) now and I like to build them now instead of mindlessly going for subs only.
    • Crash99c wrote:

      Yes, you can get them in two days... be effective? Not if you want to do other things... they really can't do much against planes or subs till day 4 or 5 if they are the priority research tree... which means you are neglecting something else
      Lol noob. Obviously you don't use them as I do.

      GreatbigHippo wrote:

      Every soldier can be a minesweeper-once.
      With medical assistance, they can do it twice, maybe even thrice!

      Forum ArmyField Marshall :00000441:

      Mess with the Bill, you get the scorn!

    • Crash99c wrote:

      hey guys, great bunch of ideas, all of them...

      but it IS kinda predictable how most people, went for the glory hogs in the big fast target rather than the DE's that did all the work, historically ||

      My preference is for the DE's... destroyers are great convoy guards, but it takes too many days to make them an operationally usable force to protect convoys in the initial phase of the game

      anyway, keep the ideas rolling in, is nice to see them

      -C
      I'm acually surprised by how many voted for th corvettes.
      Forum Gang Reserves

      "Thars one of 'em african lions; the most dangerous cat in these 'ere pawts; Let's poke 'em wit a stick!"

      -BOLDLY GOING FORWARD! ('Cause I just broke the Brakes!)