Quote:
Originally Posted by Onkel Neal
The consumables is an interesting question. Of course, the demo has everything working many times faster than real life.
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If something is going good why to fix it?
It may be a special "arcade" mode - yes, it is unrealistic but well working with multicrew option. I'm afraid that with real conditions the sneaking mode may takes too much of player's patience...
Quote:
Originally Posted by Onkel Neal
I have played a lot of MP games, and 1~3 hours is about right in my experience. You start the game, after 15~30 minutes you have engaged a massive convoy, you and your crew are getting into firing position.
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I've played hundreds of multiplayer missions (SH3, SH4, DC as anti-sub, DC as some warship at naval battle) and we played 2-hrs missions only, where pursuing and sneaking takes 0.5-1 hrs, shooting takes 0.5 hrs and escort escaping last 0.5 hrs (convoy was too distant).
Now I'm little bit older, have a less free-time and Markulen game style matches too me. OK, maybe sub is too fast, but 5-10 minutes to catch convoy is acceptable for me.
Quote:
Originally Posted by raymond6751
Without the save game, it becomes repetitive, and will have a short life.
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This game looks so good, that I think devs may create a playable DD to play versus uboats (one player per ship). With mission editor and free-unit to control this game may be ultimate sub game...