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It'll probably garner some good "ooh's and aah's" for the first few minutes.
I can't imagine it having any lasting appeal though. Sure, the skipper on a real sub may occasionally walk around the boat. But that's usually because he's bored or for inspections. Does anyone here really think they'll frequently see the engine room after the first time you check it out? It's one of the least-fun places in a real boat, trust me. Don't get me wrong, I'm sure it will look great and will make for some good game trailers and screenshots. But if they start modeling all the mundane things done on a sub, just for eye candy... I can't imagine what new "features" SH6 will have. Maybe they could add in-the-boat missions like: -Stores load. You lose points if you drop any nuggets, but gain bonus points if you drop brussels sprouts without getting caught -Loading TDU weights -Spend 20 minutes on the head just to get away from everyone for a bit -Sneak to the next stall when someone walks through so nobody realizes you've been sitting there for so long -Doing laundry -Cranking -Read a book in-game (with ultra-realistic pages!) -Spend time with Ms. Happy Sock -Steal the XO's door (ok... that one would be kinda fun) -Field Day My point is that sometimes, modeling EVERYTHING for the sake of realism or eye candy can be a little too much, and in this case I think many people feel it will be a wasted effort since it's a feature that won't really get seen much. This video illustrates my point. Quote:
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I've never served in a navy, but, from an organisational perspective, I imagine the CO had a battlestation, too.
The purpose of 'battlestation', as I understand it, is to ensure all crew are assigned to relevant areas of the vessel so as to provide maximum efficiency and ensure people aren't 'hanging around' or 'in the way' (except, I suppose, for damage control crew on a surface vessel). The obvious difference is the skipper can 'leave' his battlestation as he has absolute discretion to go wherever he feels best suits the needs of his boat. If the control room is the nerve centre, and the CO the brain, it stands to reason you want your 'brain' attached to your 'nerve centre' unless there's a very powerful reason not to be. In short, I can't see a skipper leaving the command centre when the boat is engaged in plotting/combat (granted plotting could last hours if doing an 'end around', so that's an exception) under all but the most unusual circumstances (and I count the bridge as the command centre for these purposes when the boat is surfaced). I was amused to hear Dick O'Kane mention that he learned from his fellow survivors from Tang that the crew felt he tended to do more inspections/visits than they would have liked.... Subs were different animals from other warships (and still are I expect) in that no other vessel is more reliant on every person doing their jobs correctly in order to function effectively and, importantly, safely. I know O'Kane made this point. But what do I know, hey? Cheers |
I think this whole fully explorable boat thing is the tits. Can't wait. But since we'll probably be spending most of our game time in the CR and RR and since the devs can't give us Tomi-esque photorealism, I hope that most of the details will be in the CR/RR. In fact if I could get GWX level of detail in the CR/RR and less detail in the rest of the boat I'd be on cloud nine.
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I think that everyone has their own command style.
Some SHV kaleuns will want to stay in the control room, some might want to wander about. I say, whether you want the eye candy or not, it's an attempt at letting you be the kaleun you want to be, not restricted to 3 compartments...unless you want to be. that's my idea anyways. |
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From the interviews it seems like the focus is on immersion and not realism. From my point of view, a simulator should be more focused on realism and not immersion. |
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Did you just go there? OMG he just when there!! :D |
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Friends don't let friends watch Crash Dive. :damn::damn::damn::damn: |
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