SeaQueen |
09-04-06 12:02 PM |
Quote:
Originally Posted by Bellman
However SQs 'realistic' approach is not mainstream,
|
But it's really not... it's just old fashioned. It used to be, when you played table top miniatures, you'd pick a scenario out of a book, and it'd say something like, "Do this..." the other person's job was to stop you. The outcome of the scenario was due to a combination of luck and skill. Nobody led you around by the nose jumping through hoops. It wasn't necessary. Players could get themselves into enough trouble.
Every once in a while, someone would put together a "campaign system" which would take into account things like strategic movement, long term logistics, and what not, but the "plot" essentially just fell out. We just played it out.
Computer games are nice because they alleviate a lot of the book keeping that we used to have to do, and maybe they make some things a little less abstract (you can actually READ a sonar or radar display instead of just having a "cookie cutter" definite range law). That's cool, but I don't really like being told how to accomlish my mission. In fact, in military circles, that's considered the hallmark of poor orders writing. They want it short and simple. Tell me what you want me to do, tell me what you intend to accomplish, but DON'T tell me how to do it. That's precisely what scripting frequently does, though.
Quote:
Anyone who has hunted or fished knows that hours can be spent, often unproductively, but its the little signs and potential 'spots' which feed the interest and fire the adrenalin. More please SQ.:|\\
|
I totally agree, and I don't always make slow paced missions. It's just the nature of ASW. A surface warfare scenario or an AAW dominated mission is intrinsically faster paced.
|