WARBIRDS.IO Dev Log

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Steel rain: armor, citadels, fire and flooding come to the sea

Last time we launched the naval theater with a map and ships that handle like ships. Now they fight like ships: two shell types, armor that has to be beaten, citadels worth chasing, fires and flooding to manage — and a patrol of AI warships to try it all on.

Two shells, one hard choice

The main battery loads either armor-piercing or high-explosive, swapped with a key. The choice is the whole game:

So a cruiser shells a destroyer with HE (AP would sail straight through), and a destroyer can't AP a cruiser at all — it burns it down instead. Reading the target and loading the right shell is the core skill, exactly as it should be.

A blocky destroyer firing its main battery across open water, a shell trail leaving the guns and high-explosive rounds bursting on the target ahead
The main battery in action — a shell streaking off the guns and HE bursting on the target.

Fire, flooding, and the damage-control party

Damage doesn't stop when the shell lands. An HE hit can set a fire that burns a slice of your health every second; a clean AP penetration can open the hull to flooding that does the same, harder. Fires stack. Left alone, they'll sink you on their own.

The counter is the damage-control party: one button puts out every fire and stops the flooding at once and grants a few seconds of immunity — then it goes on a long cooldown. So you don't just mash it the instant something lights up; you weigh whether to spend it now on one fire or hold it for the alpha strike you know is coming. It's the most World-of-Warships decision on the boat.

Someone to shoot at

A combat model needs targets, so the theater now puts an AI warship patrol to sea on each side. They close to a broadside, train their guns with a ballistic lead, pick AP or HE by what they're shooting at, sheer away when you get too close, and call their own damage control when they catch fire — and they sheer off the islands instead of beaching. Sail out from your flank and there's always a fight waiting in the middle.

How it sits in the engine

All of this rides the systems we already had. A warship is a crewable hull, so the penetration model hangs off the same shell that the tanks and battleships fire; the fire and flooding are timers on the hull; the AI reuses the exact ship-handling integrator the player drives. The whole naval theater is still a separate mode on its own ocean map, untouched by the air game. Next we'll give the destroyers torpedoes — and then the sea war is its own game, top to bottom.