Thread: [REL] FOTRS Ultimate Project
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Old 11-28-17, 09:46 PM   #5489
CapnScurvy
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Quote:
Originally Posted by J0313 View Post
......... as far as surface ships shooting torpedoes at submerged boats, that's borderline arcade stuff. It wasn't done because your chances of hitting a submerged sub was practically zero. You wouldn't know its depth, AOB, course or speed. So there it is, that's my opinion and I am sorry if you don't like it.
What makes you think the AI Torpedo is going any deeper than what a surface ship draft would be? If you decide to go deeper than periscope depth, you'll be out of reach of the torpedo....if its fired at you. The only way it fires is by you being detected. If detected, what do you think will happen? Those weapons called Depth Charges didn't have an exact fix on a sub, but that didn't keep the enemy from firing them!

One of the greatest reasons few Japanese torpedoes were ever fired at a Fleetboat is due to the very reason I gave......Warship escort to merchant shipping was next to non existent in the Pacific. Yet, for game play sake, it's seen as a way of adding peril to a game that doesn't provide exact/accurate peril of real life conditions. If it was going to do that, we would have seen the developers add mechanical failure to the subs damage model instead of just taking damage from enemy fire. Just getting into a "sinking" boat was full of peril enough, yet there's little a game can do to simulate that. So, we make other aspects harder, just to compensate for the lack of realism that can never be duplicated. You don't like the approach? Don't play.
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USS Chesapeake Captain James Lawrence lay mortally wounded...
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