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We know there are a lot of fans of Rule the Waves out there; finally you can read all the new features and improvements that the developers have made for Rule the Waves 3.
There are a lot of changes compared to the previous game:
POLITICS AND STRATEGIC AFFAIRS
Rule the Waves 3 offers new nations, a new region and new political options, we made some changes to improve the strategic level of the game, such as:
SHIP DIVISIONS
Ship divisions give you unprecedented control over your own assets.
You are in control: You can determine for yourself the number of ships and their compatibility when you form your divisions. You can set your division's subordination and assign the role the division will play if it finds itself thrust into battle.
Each division is unique: You will find that each of your divisions will form its own personality, nurtured in training but forged in battle, and guided by the particular personality of its divisional commander. Whether it is in the chaos of battle or in the measured movement between regions, divisions will operate as a single entity.
Division nuts and bolts: Creating divisions is completely voluntary, you may use them or ignore them as you wish. Divisions may be altered slightly by the battle generator before entering battle depending on the number of ships assigned to the battle and the type of mission. There is no requirement that all ships in a division be operational or even be located in the same region.
NEW COMMANDERS, NEW BATTLES
Naval officers impact many different ship operations both in and out of battle.
Officer on deck: Every ship above the size of a destroyer will have a captain, while all divisions get a divisional commander.
Officers have ranks, and can be promoted; they have personal traits that can evolve as they age. Officers get a detailed personal history. They can be re-assigned, sacked, retire and expire from old age or die gloriously in battle (or be rescued from their sinking ship). They can be experts at maneuver, engineering, rate of fire, accuracy or diligently work to improve ship morale, but they can also be terrible administrators, lousy motivators, overly devoted to exercise or music, have a tendency to have ill-advised affairs or even fight duels.
Depending on your inclination you can exercise intimate control over promotions, assignments and sackings or you can ignore the entire system and let the AI handle it for you.
The AI fights better: AI nations will tend to avoid battles in constricted waters after aircraft become effective weapons. There are also changes to how forces act during battles. Fleets now have an overall morale that can affect how each ship in the fleet behaves in battle. Ships will be less likely to target already sinking ships, carriers are less likely to continue to operate aircraft when threatened by a downwind enemy, destroyers will take a more aggressive position when in a support role.
AIRCRAFT EVOLVE
Rule the Waves 3 offers a number of new aircraft types, weapons and airborne abilities.
More New Aircraft:
Fancy planes need fancy weapons:
SHIPS EVOLVE
Rule the Waves 3 provides new features for ships with new equipment and abilities.
Ships gain abilities new and old:
Carriers launch into the jet age:
Ship construction and repair enhancements:
SHIP WEAPONS SYSTEMS
New weapons, new systems
Pre–20th Century Systems:
Post-WW2 Defensive Systems:
Powerful new ASW Weapons:
The Ultimate Anti-ship weapons:
SUBMARINES, DESTROYERS AND ASW
New abilities and new dangers.
Submarines rise: Submarines gain an operational mode in the Expansion as submarines can now move between regions. The total number of submarines on active patrol in a region will be reduced to account for boats in transit and undergoing refit, making long-ranged submarines quite valuable. Both submarines and ASW ships on trade patrol will do their work only in the region in which they are currently located. Missile submarines put in an appearance, but no nuclear power or weapons are included in the game.
Destroyers swell: Destroyers have been addressed as well, increasing their usability and use. AI nations now build substantially more destroyers. The AI uses destroyers more effectively by positioning them closer to the front of supported divisions. Destroyers get a new maximum size of 3,500 tons that allows them to effectively deploy guided missile systems.
ASW gets serious: Anti-submarine efforts have not been ignored. Surface ships gain improved ASW weapons with the introduction of rocket-assisted anti-submarine torpedoes. The introduction of helicopters allows most ships to improve their ASW capabilities by fitting a helipad. Even aircraft carriers can operate helicopters to improve their ASW efforts. You will be informed if you have too few destroyers to protect your fleet against enemy submarines.
For the casual player: Not interested in the additional work to manage submarines? No worries, the new functions of submarines can be automated. It's easy to turn over control of both the construction and deployment of submarines to the AI.
GUIDED MISSILES
A dangerous new world
ASMs - The earliest guided weapons:
Surface to Air Missiles — Potent jet killers:
SSMs — Surface combat will never be the same:
By the early 1950s Surface to surface missiles will begin to transform surface warfare. While first generation SSMs are limited to targets within visual range, later generations have ranges that allow attacks even beyond surface radar range. Most SSMs lack great penetration power but cause substantial damage to upper works,
Air to Air Missiles — Deadly new weapons
A SUPERCHARGED SUPERSTRUCTURE EDITOR
New abilities for the Superstructure editor:
We hope you liked what you read, Rule the Waves 3 is coming on May 18th, wishlist the game and prepare to command your ships.