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There are no real modern day sub-sims out there apart from the ones sonalysts made. Also there could then be addons sold for other subs or even surface platforms. The sim could be milked for a long time this way. |
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When you want to implement a Dynamic campaign, I think you need two layers of AI: strategical and tactical. Ideally, both layers are accessible by modders...but pls not with that doctrine stuff but by using a real script language like Python/Lua. The crew AI shall be made more capable and shall actively communicate with the human player so that he can play the sim with a captain's view. What would be very great is if you could give high-level orders, like: follow this target (in a smart way) etc. Also, currently you cannot communicate with other AI-platforms apart from sending the data link. |
In my opinion the most important quality of a subsim is how well it does the whole tactical picture. After this comes ambience.
I play subsims during lunch breaks at work (The pros of working at a laidback business like a game studio), and I have to say Microprose's old Red Storm Rising is still unmatched when it comes to pure gameplay. Mainly because it isn't designed around operating various crew stations like all other sub sims (except Silent Service, which 25 years later still outpaces Silent Hunter IV in gameplay) but rather it is designed around an integrated tactical plot where you as captain is fed all relevant information, can analyze it, and plan your actions accordingly. Fast Attack on the other hand models the 688I sub in excruciating detail, and it has a much better sense of "being there" than most other sub sims, mostly down to the excellent crew speech. It really feels like you are there commanding the sub from Crimson Tide or Hunt For The Red October. So-called "purists" may scoff at the idea but the difference between a game and a training tool is that the game has gameplay and gameplay is fun. I spent my stint in the navy working radar plots, identifying and plotting tracks. When I play Red Storm Rising or Fast Attack, they make me feel like a sub skipper stalking the bear, RSR more so. When I play Sub Command or Dangerous Waters, they make me feel like work. So in conclusion I believe that a game with the gameplay of RSR combined with the outstanding atmosphere of Fast Attack would prove rather successful. |
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still hoping u guys will follow suit and make a new game :)
keltos |
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oh man Fast Attack is an awesome sub sim! :up: Based on pictures I've seen of the real thing, the sonar station layout looks very close to the real Los Angeles class station. Plus the authentic formatted mission messages look really cool. I still play it once in a while. I wish somebody did a remake of that game with current generation graphics. |
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They did make a new game, it's calld Zoo Disc Golf :DL http://www.theday.com/article/201006...1070/FRONTPAGE |
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:hmmm: |
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"This is so colossally retarded, I can't even say anything about it." |
It's not exactly my cup of tea either, but if these people enjoy making games, then let them make games.
Furthermore, if it provides the income needed to keep the company going it's all for the better, right? They definetly won't be making any games you do approve of if they're bankrupt. |
Still, the irony of it all. Naval vessels engaging in fierce combat on the high seas, to smiling kangaroos prancing around and tossing frisbees? :hmmm:
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omg it's true, i thought it was some april fools joke. :o
I'm going to have to withdraw my passionate defenses of sonalyst's business model. If they are going to make money-losing games they should stay with what they know. |
Wow, I am speechless.
Funny quote about still making and supporting something they haven't made or supported in years. They might as well all quit and go to work for EA. |
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