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War on the Sea appears to have a very narrow focus, in the form of the Pacific and presumably 1942-1945. You are limited to the ships in the game and I can't guess what level of control you can exert.
For RtW3, the world is your oyster. You can end up operating anywhere and there are many more nations involved. You also get to design your own warships adding another element to the game and you get a much longer time span (1890 to 1970 at the most extreme).
I would suspect that you would get a lot more time played out of RtW3...if it suits you.
There is a demo for the predecessor, Rule the Waves 2 (available on the NWS Rule The Waves 2 forum) to give you a feel for the game - I would suggest giving that a go to see if the game style suits you.
Thank you for taking your time
I have to admit that I am already 80% in favor of Rule The Waves (it does not matter the theater or nations I just want as much depth of mechanics and realism as possible).
The only 20% remaining against it is the people saying that you dont really have any control in the strategy side (where ships go, who fights who, etc) because its random generated by a generator and the AI not being that good.
Also I heard the generator does not take into account the ranges of misiles and planes so u can get spawnkilled by misiles making late game unplayable
Would you care to expand a little bit about those things?
About so called lack of control on strategic level.
Look at those rectangles across the map. These are actual combat zones. After you generate a battle your fleet will be spawned inside one of those and all of its area will be accessible to you. Unlike miniscule WotS combat zones. And you can have your entire navy operating together (including base facilities) and not some limited number of ships per force only.
So while in WotS you can freely move all those small forces on the main map its not that you have actual full strategic level control because your ability to employ your forces together is severely limited. You literally is unable to produce a decisive battle because AI forces are template based. And while RtW has RNG based mission generation, in general you will exert much better strategic level control over your fleet.
As for missile spawnkills... Nah. AI is not exactly well suited for missile battles and even if you end up starting right in the missile range AI will just overkills closest ships. So most likely it will be you who will spawn kill the AI.
The real thrill are the pre-radar night battles.
if you want strategic depth, i'd more recommend RTW3, but if you want a good damage model and ship designer, stick to UA:D
Also there's probably a decent reason why increasing the displacement might result in a lighter armour belt; it might result from altering the hull shape in such a way that you can make the citadel shorter. It doesn't help that the ship designer is a little opaque sometimes (why does adding a second AA battery reduce HAA?), but that doesn't mean it's unreasonable.
Not magically. Through internal differencies in machinery layout for different hulls.
Dial down your speed to 5 knots and check the difference.
In this case, it's due to the shell sizes (and thus bursting charges) being close enough that it's difficult to distinguish between them at 10,000 yards.
It's the same reason you get 'to hit' penalties for taking 6" secondaries and 4" tertiaries on a vessel.