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Old 07-20-17, 05:10 PM   #26
Shadriss
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Quote:
Originally Posted by Destex View Post
1. TMA on Active Sonar intercept contacts.
2. Immediate classification for ESM and Active Intercept contacts for military targets.
3. No TMA for ESM only contacts.
4. Much slower decay for TMA contacts that have lost contact, let them keep the last solution when contact had been lost.
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.

I completely agree, however, I'm afraid that this is so overreaching given the current capabilities of the game that I don't dare wish for it... I hope I'm wrong
WRT #2, that's not really good either. As was pointed out by another poster, MF sonars are usually carried on more than one platform. It may narrow the classification, but it won't be a be-all-end-all solution to your class problem.

WRT #5, I agree, but that's not likely to change because of the game type. That's one of thse 'shrug and move on' things.

Quote:
Originally Posted by difool2 View Post
Those two goals are not necessarily mutually exclusive. At all.
Absolute truth.

Quote:
Originally Posted by The Bandit View Post
Dunno, if done wrong this could put the devs down a dangerous road of "feature creep" and reinventing the wheel.

That's partially why I'm sort of against automated navigation. Other games (primarily DW/SC and Silent Hunter) you had all sorts of screens and stations to go through if / when you let the AI "fly" the ship for you. CW obviously doesn't have that, and if anything, auto navigation is going to bring that up more and more (and leave people with less to do)...

...What I do find most encouraging though is that in almost all instances, these desired improvements are just thoughts out loud on the part of users who are still probably going to play and enjoy the game regardless. "I really wish it had this feature." instead of "This game sucks and I'll never buy it because its ARCADE!!!!"
I see your point on the auto-navigation side of the house, but I would counter that if the goal is to place you on this ship as the CO, that you are supposed to have crew to handle these for you - the extent of the CO's involvement is, "Helm, left 15 degrees rudder, steady course XXX," or, "Dive, make your depth XXX feet."

And thanks for noting the second part of your post - I'm not demanding a complete rewrite of the game, though I was hoping it was more sim than arcade. Decent game, regardless, just not what I was expecting or hoping for. That said, if we can, by sharing knowledge, find a happy middle ground that would make what is there better (relative as that term may be...) than even better.

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.
On the bolded, there are professionals who wonder this at times as well.

"Contact classified Victor III CIS Submarine!"
"How the h*** did you get that? The data is all wrong..."
*argument ensues*
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