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Old 12-14-10, 05:53 PM   #16
Molon Labe
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Quote:
Originally Posted by TLAM Strike View Post
You can do that right now. This is the easy way. Take the mission file in the editor with the facility you want. Delete everything else and save it as a new mission. Now open it up in a text editor and cut and paste it in to another mission file. Now move it in the mission editor to where you want it. It also helps to make a "base map" of a critical area like I did with the Straits of Hormuz.
...Which works great until you need to move the map a little bit over in x direction. I'm also thinking on a smaller scale, too. Like just being able to add an airport, SAM site, or power plant with multiple discrete facilities.

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Originally Posted by nikimcbee
I like a good story, plausible storyline: (note, designed to play as both sides)
  • Korean War Part II: War escalates and China intervenes (surprise, surprise).
  • China reunification with Taiwan (by force). I drafted up a 12 mission campaign for DW, that included the opening moves of the invasion, including an attack on the US. To keep us in our place, so to speak.
  • Chinese economic collapse from too much competition in the region. China levels the playing field and attacks Japan and South Korea.
  • Iran moves to cripple the US by shutting down the Middle East oil sea lanes. Russia sides with Iran in a defense pact.
  • Pakistan switches teams in the War on Terror. India sides with US.
  • India-China conflict over resources?
If we get a persistent campaign engine, I'll be happy to write those campaigns!
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Old 12-14-10, 07:35 PM   #17
-GrayOwl-
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Originally Posted by fusoya77 View Post
Sorry I didn't explain why I am asking a question that was already asked. I am still getting use to what I can and can't say on these forums.

Frying Tiger and I were talking about what a new game would be like and I thought it would be more like DW. Also I wanted all the recent suggestions in one spot.

My speculation is for commercial and non-commercial purposes any new game would have to be modern. I would love to do WW2 but its not dual purpose. I am not ruling anything out because we could do purely commercial games (I hope we do).

Now that my reason for posting is done these suggestions are great! I grew up playing PC games and love moddablility. I was just a kid when I made some Duke Nukem 3d levels. I love games that came with level builders, sdks, etc. So I would love the next game to support mods. As for the doctrine files, those are written in a pseudo language, if the game was to support modding I would love for it to implement a script language like Lua for more powerful doctrines/modding. This also seems to be the trend in video games.

DW has such old graphics; I would love a new game XP/Vista/Win7 compatible, all new graphics engine. FC style players commanding DW players in the same persistent server is a great idea also

In your game all is primitive - engine, graphics, phusics (More correctly - complete absence of physics) and even primitive mistakes in the mathematical formulas.

You should create absolutely new game.

But it costs of the big,big money. Which your organization, unfortunately will never spend for game.

IMHO: For SCS - this game has died. For ever.

Game - absolutely not competitive.

PS: Hint for SCS market specialist - It is impossible to earn 1000 $ having spent only 1 cent.
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Old 12-14-10, 08:19 PM   #18
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I won't bother to tell you my opinion because there's no game to be expected at all thus it's a moot point.

GrayOwl may be blunt or too blunt but he's being honest and direct something that we must appreciate in a person, the audacity to tell the truth and only the truth in his mind.
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Old 12-14-10, 11:41 PM   #19
Molon Labe
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Whether the 'next game' is DW 2.0 or FC 2.0, I'd like to see specific FCRs slaved to missile launchers, instead of a the launcher just having a 'requires FCR' flag and checking to see if the platform has any undamaged FCR.

Datalink guidance for AMRAAMs, R-77s, and SM-2s would rule too.
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Old 12-14-10, 11:45 PM   #20
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Originally Posted by Molon Labe View Post
Datalink guidance for AMRAAMs, R-77s, and SM-2s would rule too.
Not to mention for long range ASMs.
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Old 12-15-10, 02:55 AM   #21
goldorak
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If Sonalysts is going to go with a DW 2.0 I'd say they better have a hard look at Dr Sid's ComSubSim. Although its not a finished game by any stretch of the imagination, the ship control is superb. And even the DSRV is great together with its underwater cameras. Also a 3d worldwide map together with a vector representation. Take inspiration from the good things the community has done, in Lwami, in RA and in other projects such as ComSubSim.
If updating the 3d graphics proves to be too much do away with it and keep only 2d.
Take inspiration from 688 Sierra Fast Attack as to how design realistic 2d stations, realistic incoming radio transmissions, realistic periscope station etc... And throw here and there 3d animations only linked to specific events.
688 Sierra Fast Attack didn't let you open the 4 torpedo tube doors of the 688 at the same time. Only 2, one port on starboard. Thats a nice touch, it should have been implemented in DW. Also, how about redesigning the fire control station, it has to have much more info. Time to target, intercept course etc... It has to show the intercept course directly on the map.
Don't dumb down the sim, don't do the same mistake Ubsisoft did with SH5.
And yes, try to learn from your past mistakes.
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Old 12-15-10, 04:16 AM   #22
Molon Labe
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Quote:
Originally Posted by TLAM Strike View Post
Not to mention for long range ASMs.
Now that you mention it, a lot of those High-Low missiles (Shipwreck, Sandbox, BrahMos) should be able to talk to each other. One flies up, finds the target, sends the targeting data to the others in the line... Impossible to simulate with the existing doctrine.

Again, applicable whether a tactical sim or a command sim.
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Old 12-15-10, 09:03 AM   #23
Dr.Sid
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Btw. as we are at it .. I really hope to make some christmass release of ComSubSim. Please note the word 'hope'.
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Old 12-15-10, 09:10 AM   #24
TLAM Strike
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Quote:
Originally Posted by Molon Labe View Post
Now that you mention it, a lot of those High-Low missiles (Shipwreck, Sandbox, BrahMos) should be able to talk to each other. One flies up, finds the target, sends the targeting data to the others in the line... Impossible to simulate with the existing doctrine.

Again, applicable whether a tactical sim or a command sim.
Don't forget the mid course guidance like on the Otomat Mk2, where a chopper can act as a datalink between missiles and ship and allow for re-targeting or course adjustments by an operator.
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Old 12-15-10, 09:20 AM   #25
Frying Tiger
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Quote:
Originally Posted by nikimcbee View Post
Did you meet with us at the subsim meeting? FT was there.
Fusoya77 was not at the meeting, he's joined us since then.

I suspect any new game would be directed at the non-commercial market; the curiosity here is what would be a good focus for any commercial version we might release.
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Old 12-15-10, 10:14 AM   #26
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Dear SCS, that is the question! I think a second part of DW would be a success,implementing global covering,more or less accurate ports and more new platforms,thus including full CBGs with operative CVs.
Concerning graphics......well, a better ones that the initial DW with improved effects would be enough.
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Old 12-15-10, 10:30 AM   #27
Delareon
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And make the game more mod friendly.
Take a look at the SH series. The game survives very very long just by let the community do a great part of the work

Even a good campaign isnt needed on initial release. Just provide us a Editor and the Community will do the rest (or build Campaigns and make them DLC for some extra bucks).

Edit: i would love something like an interior of the ships. What i really miss at the whole DW is just the feeling of sitting inside of the Boat.
I think thats an important thing because of the flavor.
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Old 12-15-10, 12:17 PM   #28
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How about dynamic characters? Like you would start at a low rank, and work your way up to fleet Admiral or something like that?
Also, transfer orders. Such as, "take transport to location/base X/ship x, and assume control of vessel X."

And the Great Lakes. Include the Great Lakes.
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Old 12-16-10, 12:13 AM   #29
Rip
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I will probably end up coming back with a big list after I write this but off the top of my head. More authentic ESM intercepts Better Auto-crew AI. Maybe even some crew communication.

Actual trimming and ballast. Sea state effects on buoyancy and stability. Perhaps broaching if the crew is green. For that matter a crew that gets better as they are drilled and track.

When someone inexperienced plays with auto-crew they need to get the feeling they are the captain and the crew are competent. In DW running auto crew was suicide. Especially sonar auto-crew. If a sonarman couldn't tell the diff between a surface ship and a sub or get me a speed off the turn count he wouldn't last a day on my boat.

Whatever it would be make it well and authentic even if you have to charge $200 a copy.
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Old 12-16-10, 02:10 AM   #30
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At $200 a copy, the project is doomed before it even started.
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