Kapitan_Phillips
11-18-07, 05:34 PM
Okay, bear with me, as this subsim will basically encompass everything I want to see in a nuclear sub game. I feel the easiest way to describe this is to put in a scenario and explain what the player would see/do.
Anyway, here goes.
Situation: Onboard a 688i nuclear submarine, off the coast of Africa
Current view: The captains desk in his room
Clickable options:
Filed radio messages
Crew manifest (where assignments are handled)
Intercom
Safe (containing codebooks) - with a combination set by the player at the start of the missionOther options in the captains room:
Bunk (rests the player and allows set amount of hours to pass ((unless a critical thing happens, like a sonar contact, where the player would be awoken by the intercom)))
Various easter eggs (like a cigar, coffee, a shower)
The intercom buzzes and the player clicks it, and a 3D hand reaches out and picks up the reciever. A crewmember from radio announces an EAM for verification. The player right clicks and the reciever is reset.
Moving the mouse to the far top of the screen, a navigation slider comes out, containing the compartments of the submarine. The player clicks 'Radio' and the 3D view pans around and walks to the radio room, ducking through hatches, climbing stairs etc. This can be bypassed by double-clicking the icon.
Upon entering Radio, the senior crewmember asks for clearance to authenticate, to which the player can answer Yes or No from a popup option box. When the player clicks Yes, the senior crewmember retrieves one of the breakable code tablets and opens one, announcing the code as the player reads the message on the one side of the screen (this can be repeated by clicking the crewmember). Upon verifying authenticity using another popup, the message is filed. If a message is deemed authentic when it isnt, then consequences can occur later in the game, dependent on what the EAM contained (anyone seen Crimson Tide? :p)
Lets assume the EAM contained clearance for a nuclear missile attack. The player would go back to his room, unlock the safe to retrieve his code, and work with the missile officer to launch, e.g. turning both keys, verifying codes and identifying targets)
Now I know what you might be thinking "I dont want to have to do all that when there's an Akula watching my ass swagger and listening for my farts. What happens when there's an enemy sub?" well, the gameplay mode can change depending on whether or not the player chooses to directly handle the situation. If the player does choose to, then a gameplay style similar to Dangerous Waters would be used to allow torpedoes to be fired and allow human input for all you manual TDC nuts. Otherwise, your XO from the Conn can be used to order evasive actions, or to engage targets automatically. The success of these attacks depends upon crewmens ability in that field, for example, an XO with a superior command and control ability will be able to order the submarine around safely whilst the player attends to other things, whereas an XO with little or no experience will be more likely to make mistakes.
Anyway, my hands hurt, more updates soon!
Anyway, here goes.
Situation: Onboard a 688i nuclear submarine, off the coast of Africa
Current view: The captains desk in his room
Clickable options:
Filed radio messages
Crew manifest (where assignments are handled)
Intercom
Safe (containing codebooks) - with a combination set by the player at the start of the missionOther options in the captains room:
Bunk (rests the player and allows set amount of hours to pass ((unless a critical thing happens, like a sonar contact, where the player would be awoken by the intercom)))
Various easter eggs (like a cigar, coffee, a shower)
The intercom buzzes and the player clicks it, and a 3D hand reaches out and picks up the reciever. A crewmember from radio announces an EAM for verification. The player right clicks and the reciever is reset.
Moving the mouse to the far top of the screen, a navigation slider comes out, containing the compartments of the submarine. The player clicks 'Radio' and the 3D view pans around and walks to the radio room, ducking through hatches, climbing stairs etc. This can be bypassed by double-clicking the icon.
Upon entering Radio, the senior crewmember asks for clearance to authenticate, to which the player can answer Yes or No from a popup option box. When the player clicks Yes, the senior crewmember retrieves one of the breakable code tablets and opens one, announcing the code as the player reads the message on the one side of the screen (this can be repeated by clicking the crewmember). Upon verifying authenticity using another popup, the message is filed. If a message is deemed authentic when it isnt, then consequences can occur later in the game, dependent on what the EAM contained (anyone seen Crimson Tide? :p)
Lets assume the EAM contained clearance for a nuclear missile attack. The player would go back to his room, unlock the safe to retrieve his code, and work with the missile officer to launch, e.g. turning both keys, verifying codes and identifying targets)
Now I know what you might be thinking "I dont want to have to do all that when there's an Akula watching my ass swagger and listening for my farts. What happens when there's an enemy sub?" well, the gameplay mode can change depending on whether or not the player chooses to directly handle the situation. If the player does choose to, then a gameplay style similar to Dangerous Waters would be used to allow torpedoes to be fired and allow human input for all you manual TDC nuts. Otherwise, your XO from the Conn can be used to order evasive actions, or to engage targets automatically. The success of these attacks depends upon crewmens ability in that field, for example, an XO with a superior command and control ability will be able to order the submarine around safely whilst the player attends to other things, whereas an XO with little or no experience will be more likely to make mistakes.
Anyway, my hands hurt, more updates soon!