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Old 07-20-17, 05:13 PM   #62
PL_Harpoon
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Join Date: Sep 2016
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Quote:
Originally Posted by Wiz33 View Post
Yes and no, To someone who is familiar with modern military sims. It's pretty obvious that I should be able to get/narrow down the classification from ESM or Active sonar. But a casual player would wonder how one sec he have a low percentage contact and suddenly it jumped to being classified. To make them understand, the in game unit reference guide need to be updated with accurate sensor info (now pretty much all surface warship is listed with Don Kay radar) message log will also need to be modified to show that ESM have picked up a Don Kay radar bearing xxx classification possibility the following classes.......... (as some sensor are used in more than 1 platform).
I don't think so. A casual CW player still has to learn the basics of thermal layers, surface ducts, differences between active/passive sonars, effective use of countermeasures etc. Now, people who aren't willing to do that won't be interested in the game anyway. Those who do will probably welcome this as adding more depth to the game.
Anyway, let's break down Destex's points fom strictly gameplay perspective:

1. TMA on Active Sonar intercept contacts.
You hear a ping -> you get a new contact. Without adding any complexity you increase player's situational awareness.

2. Immediate classification for ESM and Active Intercept contacts for military targets.
Adds a very good reason to use ECM instead of current vague "increase TMA rate".

3. No TMA for ESM only contacts.
The effect of ESM on TMA is currently so small, that I wouldn't be surprised that some players don't even know it's there. Also it reduces the urge to stay at PD for too long.

4. Much slower decay for TMA contacts that have lost contact, let them keep the last solution when contact had been lost.
Another feature that increases situational awareness without adding complexity.

5. Have TMA much more responsive to own-ship maneuvering. Currently, there's not enough own ship contribution of own-ship maneuvering for solution build-up.
AFAIK this feature is already in the game. Destex only wants it to be more effective (and I agree). This also adds to the gameplay because then instead of sitting around and waiting for the % to go up you can manoeuvre to get it faster.

As you can see, realism is not always the opposite of gameplay. Sometimes it can enhance it and this is such case.

PS. As for your previous post that "It's hardcore players why this genre is dead", I think you're wrong. The reason it's almost dead (CW and upcoming Uboot proves it doesn't) is because it's such a niche subject that even if you were to create a perfect subsim you will not get the attention of a typical casual gamer.
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