Well first of all welcome to Shipbucket. I'm not sure this is the best place to answer a game related question but glad you were recommended to us I guess.
So you're basically going to be ripping off the ten-tier balanced-ships progressive unlock model of World of Warships to create your own game "a few years down the line"? Sorry if I'm a little dubious.
Before I added any of my comments I'd first like to know a bit more about this concept and how you plan to differentiate it from WOWS.
Listen, if I was someone else hearing what I'm saying I'd be dubious too. That's perfectly understandable.
In preliminary brainstorming for the actual gameplay, I'm envisioning a slightly different control scheme that's more controller-friendly (my actual goal was to make it more clear where you're aiming when you want to deliberately fire short or long of a target, but the controller-friendliness is a nice bonus)
There will be a lot of changes from how WoWS handles progression and customization. Instead of having to play each ship in a line in order to unlock the next, playing as
any ship in a given line counts towards unlocking the next "rung". (This solves the "free XP sinks" conspiracy where people think Wargaming makes some ships in a line deliberately bad to encourage people to pay money to skip them. In this system, if you unlock a new ship and don't like it, you can keep playing the ship you already had and work towards the next ship without having to touch the "bad" ship. This in turn better incentivises me, the developer, to make sure every ship is fun.)
Individual ship customization involves plugging in modules you can earn through play, buy, or trade with other players. Each ship has a certain number of module slots, and any compatible module can go in any slot (unlike WoWS, where each slot only has specific modules that can go into it). This replaces the complex interplay of modules, captain skills, camouflage, signal flags, and premium consumables that constitutes ship customization in WoWS (which I feel is a dizzyingly complicated system that produces very few real choices for customization; one of those systems where you only have 2-3 viable builds if that, but have to read a guide to figure out what that those actually useful builds are) and forms the primary monetization model of the game, with shipbuilding taking a lot of cues from CCG deckbuilding. There will also be a good deal of cosmetic customization; players can freely rename their ship, as well as buy paintjobs outlandish enough that we don't even try to call it "camouflage", bow ornaments, glowing wakes and more.
I think I have a good idea of how submarines could work in a game such as this, without disrupting the existing flow of the game all that much. It won't be particularly
realistic submarine warfare, but submarines have the potential to be included in the game.
The game will include at least 3 "alt-historical" factions that
mostly never existed in our history (more on those later). This will be reflected in the game's plot, which is either going to be an exploration of the alternate history in which these ships did exist, or a high-gonzo Homestuckian plotline about the boundaries between what did and didn't happen beginning to fray and a battle to repair the ruptures in reality.
There will be no automated matchmaking. Instead, you log into a server and see a list of lobbies for games waiting to begin on that server. You can either select a lobby to join or create your own. There will be a chatroom for the "waiting room" of the server, so that people waiting for games can talk with other people waiting for games on the same server. If you've ever played an online Pokemon Battle Simulator, you'll have a fairly good picture of what I'm imagining here.
The game will have a more stylized art-style, with vibrant color and cel-shading. If you're thinking of
Wind Waker, you aren't far off. This is partly to make sure the game is immediately distinguishable form WoWS in screenshots, partly because the push for "realistic graphics" is the big thing that inflates budgets and dev teams for games so avoiding that siren song keeps this game something I feasibly could make, and partly because I think realistic graphics are genuinely overrated.
All in all, it's a list of minor things I feel like could have been done better in WoWS that, gathered together in one place, make up a game
just different enough that I feel comfortable making it its own game. As for "a few years down the line", this is one of about half a dozen games I plan to make, and there are other games I plan to make first because they're simpler games that I can make on a smaller budget in order to earn the money and credibility I'll need to actually tackle a project of this caliber. For the immediate time being, these plans are just me passing time while I wait for our artist to finish some UI work for the project I'm
officially working on, but it's stuff that's been eating at me, and will keep eating at me until I get it out there, and I guess I'm hoping to find people just as bored as I am.