Ducimus
04-07-10, 01:41 PM
Comparisons between TMO and other large mods have, and will continue to come up. Often, there is alot of misconception about what exactly TMO is, or is trying to be. So here is a page out of TMO's user manual (still a work in progress). Hopefully this will make the mods position clear for future comparisons.
TMO's objective & realism
The objective of this mod is to make the pacific theater as immersive as possible, offer an increased level of challenge, and to make the player behave more realistically. TMO defines realism as encouraging the player to make the same decisions, and have the same fears that a real WW2 submarine captain would have.
Historical accuracy and realism in the traditional sense of the word ( sometimes achieved by abstract means) is adhered to as much as possible, but some elements may be taken with creative license in order to achieve the overall objective. Trigger Maru also leans more toward the "seasoned" submarine simulation fan, and some elements may appear to be too daunting at first for your rookie player.
A precarious balancing act
- Of contentious Rivet counting, and artistic license.
There are many misconceptions about TMO when it comes to realism. Some will cite the mod is 100% historically accurate in every detail. Others will cite it totally unrealistic, and yet others will cite it as existing solely for increased challenge with impossible destroyers. TMO, is all of the above, and none of the above.
Some aspects, such as submarine statistics, behavior, equipment, and the like are interpreted in the strictest since, or “rivet counting” . A term used to describe an obsession with making sure everything in an object is as exactly as it was, right down to the number of rivets that held it together. Other aspects, are interpreted a little more loosely. TMO recognizes two major things. First, that this is a simulation. Second, that this is a video game. In other words, TMO is a balance of opposites. For example:
- Searching fruitlessly for traffic for weeks on end and having sighted nothing is not very fun, if not outright boring. And yet, having so much traffic that you shoot most of your torpedos before you arrive at your patrol area is an unrealistic shooting gallery.
- Attacking a convoy and receiving little to no “payback” from the escorts is dull, and anti climatic. And yet, making the escorts “allied smart” is unrealistic for the theater.
- The deck gun is overpowered. And yet, having a slow firing deck gun can be a teeth gnashing annoyance.
- Textbooks cite a fleet submarine having so much diving ability. And yet first hand unofficial accounts from the veterans who served on them cite something else.
Balancing these polar opposites, can probably be likened to walking a circus high wire tight rope. It is a precarious balance, and one hard to maintain. Opinions will always vary. However, properly maintained, this balance, combined with TMO's overall objective, I feel delivers the best overall submarine submarine sim experience.
TMO's objective & realism
The objective of this mod is to make the pacific theater as immersive as possible, offer an increased level of challenge, and to make the player behave more realistically. TMO defines realism as encouraging the player to make the same decisions, and have the same fears that a real WW2 submarine captain would have.
Historical accuracy and realism in the traditional sense of the word ( sometimes achieved by abstract means) is adhered to as much as possible, but some elements may be taken with creative license in order to achieve the overall objective. Trigger Maru also leans more toward the "seasoned" submarine simulation fan, and some elements may appear to be too daunting at first for your rookie player.
A precarious balancing act
- Of contentious Rivet counting, and artistic license.
There are many misconceptions about TMO when it comes to realism. Some will cite the mod is 100% historically accurate in every detail. Others will cite it totally unrealistic, and yet others will cite it as existing solely for increased challenge with impossible destroyers. TMO, is all of the above, and none of the above.
Some aspects, such as submarine statistics, behavior, equipment, and the like are interpreted in the strictest since, or “rivet counting” . A term used to describe an obsession with making sure everything in an object is as exactly as it was, right down to the number of rivets that held it together. Other aspects, are interpreted a little more loosely. TMO recognizes two major things. First, that this is a simulation. Second, that this is a video game. In other words, TMO is a balance of opposites. For example:
- Searching fruitlessly for traffic for weeks on end and having sighted nothing is not very fun, if not outright boring. And yet, having so much traffic that you shoot most of your torpedos before you arrive at your patrol area is an unrealistic shooting gallery.
- Attacking a convoy and receiving little to no “payback” from the escorts is dull, and anti climatic. And yet, making the escorts “allied smart” is unrealistic for the theater.
- The deck gun is overpowered. And yet, having a slow firing deck gun can be a teeth gnashing annoyance.
- Textbooks cite a fleet submarine having so much diving ability. And yet first hand unofficial accounts from the veterans who served on them cite something else.
Balancing these polar opposites, can probably be likened to walking a circus high wire tight rope. It is a precarious balance, and one hard to maintain. Opinions will always vary. However, properly maintained, this balance, combined with TMO's overall objective, I feel delivers the best overall submarine submarine sim experience.