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Old 02-13-19, 10:18 AM   #15
fullmetaledges
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Join Date: Jul 2006
Location: Utah
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Quote:
Originally Posted by JU_88 View Post
Yeah there are two major hurdles UBoat needs to overcome imo.
In terms of issuing orders, its sometimes a bit of struggle for the player to keep up, its a necessity to some times pause the game, just so you have time to respond with commands and orders. Personally I'm not sure how players will take to that, as its abit immersion breaking.

Number two would be the actual process of detection, hunting and attacking.
IMO Its not quite as gratifying or as immersive as SH yet.
Maybe too much automation there, and not enough automation in crew management? But then again it is a crew management game, so maybe its fine, and its just me and feel I get from the game.

But don't let that put you off, because the Game as many strong points and from the start, it clear that it has been a labor of love. Considering the size of the developer, what they have accomplished so far is really exceptional.

Alot is happening at the moment (maybe next week), a big patch is due for the beta, with almost all features for the Early access build unlocked. A marketing campaign should start too according to Matt (Playway) Ill be away, but will certainly take a look when i'm back.
For all of us that don't have access to the game, can you give us an idea of how the game play currently works? How much do you have to micromanage and does the captain have to run around the ship? Would you describe searching for and engaging a ship?
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