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Old 06-08-16, 09:00 AM   #6
Onkel Neal
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Join Date: Jan 1997
Location: Cougar Trap, Texas
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Thank for the data, Chromatix, very good resource.

As you pointed out, there will be some compromises for playability. No one wants to spend 6 hours patrolling without contacts or engagements.

In previous subsims, the player either a. was on patrol in a zone where contact was likely or b. sailed across the ocean ("go anywhere I want") for hours waiting for contact, and employing 2056x time compression, which effectively had him using option a.

The main thing most players want is a dynamic campaign, where the ships and planes one encounters appear in a non-scripted, random fashion. With HMS Marulken and its focus on team play, I would prefer patrol zones with random ship placement, and random waypoints. I would not be interested in getting three guys in a game and then spending 2 hours trying to make contact. 30 minutes, ok, but the longer the missions, the more likely a member of the crew will need to leave for real life affairs.

I think the devs know what they are doing and so far, so good.
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