Ultimate Admiral: Dreadnought is a real-time strategy game developed by Game-Labs, who are known for their Ultimate General Series. In the game you are both a ship architect (imagine you're the Admiralty sending out specifications to designers in a world where HM Treasury kowtows to the Navy) and naval commander. In the ship designer, you can design your own ship from the late-19th to mid-20th century, selecting from archetypal hull types (based on real-life ships) that include torpedo boats, destroyers, light cruisers, armored cruisers, pre-dreadnoughts, and dreadnoughts. Thus what I think justifies its "Alternate History" status.
It is currently in alpha (with an option to preorder to gain access), and is supposed to come out some time in 2020.
Almost every aspect of a ship can be changed--hull form, armor thickness of each section, number of watertight/flashproof compartments, torpedo protection, armor type, propellant type, explosive filler type (the previous two are currently combined, unfortunately), radar type, sonar type (if applicable hull type), armament placement, reloading mechanism, turret mechanism, rangefinder type, fuel type, and so forth. There are abstractions, of course, but that still makes it the most detailed ship builder I've seen so far.
You will then take the ship (the less it costs, the more you can build) into real-time battle, where enemies will spawn with differing stats each time (not sure if it's random or reactive). Instead of having an arbitrary HP bar that decreases each time you hit a ship, each ship has a floatability and structural integrity statistic that decreases depending on the number of affected compartments. Of course, you can pump out water with the right technology and can put out fires. So it's not like certain arcade games where you can hit a ship in the mast enough times and it will blow up. And yes, shell hits in lower compartments will cause flooding.
While angle of impact, horizontal vs. vertical protection, and differing penetration/muzzle velocity values at different ranges are all currently simulated, unfortunately you cannot slope the armor as part of the design yet. Explosive filler and propellant are currently lumped together, and the developers have stated that carriers will not be added until after release if at all. Multiplayer is also not available. Fuel capacity and range are currently a stat, but as the campaign has not been implemented yet it is currently useless. Updates seem to be every month and the developers respond to most posts on the forum within 24 hours.
I think it's a fascinating game with a lot of potential (and fun even in it's current state) and could be extremely useful for simulating battles when people are writing naval timelines. More fun than rolling a dice, that's for sure!
More images at (https://imgur.com/a/NT5XQ4B)
Official forum at (https://forum.game-labs.net/forum/93-ultimate-admiral-dreadnoughts/)
*No disclaimers to make.
Is anybody playing/planning to play?
It is currently in alpha (with an option to preorder to gain access), and is supposed to come out some time in 2020.
Almost every aspect of a ship can be changed--hull form, armor thickness of each section, number of watertight/flashproof compartments, torpedo protection, armor type, propellant type, explosive filler type (the previous two are currently combined, unfortunately), radar type, sonar type (if applicable hull type), armament placement, reloading mechanism, turret mechanism, rangefinder type, fuel type, and so forth. There are abstractions, of course, but that still makes it the most detailed ship builder I've seen so far.
You will then take the ship (the less it costs, the more you can build) into real-time battle, where enemies will spawn with differing stats each time (not sure if it's random or reactive). Instead of having an arbitrary HP bar that decreases each time you hit a ship, each ship has a floatability and structural integrity statistic that decreases depending on the number of affected compartments. Of course, you can pump out water with the right technology and can put out fires. So it's not like certain arcade games where you can hit a ship in the mast enough times and it will blow up. And yes, shell hits in lower compartments will cause flooding.
While angle of impact, horizontal vs. vertical protection, and differing penetration/muzzle velocity values at different ranges are all currently simulated, unfortunately you cannot slope the armor as part of the design yet. Explosive filler and propellant are currently lumped together, and the developers have stated that carriers will not be added until after release if at all. Multiplayer is also not available. Fuel capacity and range are currently a stat, but as the campaign has not been implemented yet it is currently useless. Updates seem to be every month and the developers respond to most posts on the forum within 24 hours.
I think it's a fascinating game with a lot of potential (and fun even in it's current state) and could be extremely useful for simulating battles when people are writing naval timelines. More fun than rolling a dice, that's for sure!
More images at (https://imgur.com/a/NT5XQ4B)
Official forum at (https://forum.game-labs.net/forum/93-ultimate-admiral-dreadnoughts/)
*No disclaimers to make.
Is anybody playing/planning to play?
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