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WRT #5, I agree, but that's not likely to change because of the game type. That's one of thse 'shrug and move on' things. Quote:
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And thanks for noting the second part of your post - I'm not demanding a complete rewrite of the game, though I was hoping it was more sim than arcade. Decent game, regardless, just not what I was expecting or hoping for. That said, if we can, by sharing knowledge, find a happy middle ground that would make what is there better (relative as that term may be...) than even better. Quote:
"Contact classified Victor III CIS Submarine!" "How the h*** did you get that? The data is all wrong..." *argument ensues* |
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Anyway, let's break down Destex's points fom strictly gameplay perspective: 1. TMA on Active Sonar intercept contacts. You hear a ping -> you get a new contact. Without adding any complexity you increase player's situational awareness. 2. Immediate classification for ESM and Active Intercept contacts for military targets. Adds a very good reason to use ECM instead of current vague "increase TMA rate". 3. No TMA for ESM only contacts. The effect of ESM on TMA is currently so small, that I wouldn't be surprised that some players don't even know it's there. Also it reduces the urge to stay at PD for too long. 4. Much slower decay for TMA contacts that have lost contact, let them keep the last solution when contact had been lost. Another feature that increases situational awareness without adding complexity. 5. Have TMA much more responsive to own-ship maneuvering. Currently, there's not enough own ship contribution of own-ship maneuvering for solution build-up. AFAIK this feature is already in the game. Destex only wants it to be more effective (and I agree). This also adds to the gameplay because then instead of sitting around and waiting for the % to go up you can manoeuvre to get it faster. As you can see, realism is not always the opposite of gameplay. Sometimes it can enhance it and this is such case. PS. As for your previous post that "It's hardcore players why this genre is dead", I think you're wrong. The reason it's almost dead (CW and upcoming Uboot proves it doesn't) is because it's such a niche subject that even if you were to create a perfect subsim you will not get the attention of a typical casual gamer. |
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2. Some sensors were used on more than 1 platform. And the Dev have to be willing to overhaul the unit reference guide to putin accurate sensor data. I would rather they spend their effort elsewhere. 3 Stay at PD for too long and you'll learn your lesson but getting a visit from a Helo or have a SS-N-14 drop on your head. Think that will teach them fast enough. You can actually get TMA from ESM if you move a distance and then collect another set of data. 4. Why as that solution % gets to be meaningless after a little while. isn't the faded out contact symbol enough? 5 less effect is more like it. Just wait till they fully modeled the towed array, it take minutes for it to straighten out and start functioning after every turn. Look at Jive's video, he call out 3 minutes at least for each leg of the TMA and there's a reason for it. Wow, you must consider yourself one of the elite. The genre is dead because even someone with more than a passing interest won't get in without reading a 100 page manual and there's not enough bridge sim (sim lite) to get causal player interested. How many games like CMANO have you seen in the last decade? How many time have you seen so call hardcore player calling CW arcade? Did you see how bad Naval War AC got slammed by hardcore gamers on the forum? |
Isn't the TMA a little too perfect?
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B. TAS is besides the point anyway, since TMA doesn't react differently for TAS contacts. We can fully appreciate the TMA now using fixed sonar array contacts. C. When watching Jive Turkey's videos, one should remember that he role plays, he sometimes do things or explain how things are done in real life even if they don't have real impact on the game. In numerous times I maneuvered to perform 5 legs for a strong contact and didn't get a solution that eventually wasn't very far and wasn't very weak, because how TMA is currently modeled. That should not happen in real life and badly effects gameplay. Quote:
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The cost of developing a game (especially by a big studio) has risen substantially. At the same time, the target audience hasn't while the number of casual (I do not mean that as a negative) gamers increased. Making a sim more accessible does not guarantee more sales but simplifying it can guarantee alienating some of the existing audience. There is a room for them though and it is on an indie market and that where games like CW and Uboot come in. The only problem is, those lite-sims are still harder to develop that typical games. Let's look at the Naval War: AC. If you look at it's Steam reviews (http://store.steampowered.com/app/20...p_reviews_hash) most negative ones are not about realism, but poor performance/bugs/crashes/bad interface etc. Poor realism seem to be only one of the reasons it failed. Let's also take a look at another lite-sim on Steam: Combat Air Patrol 2 (http://store.steampowered.com/app/34...p_reviews_hash) Again, most of it's negative reviews aren't about poor realism, but poor gameplay/lack of progress. If you compare them to CW (which is also a lite-sim) you can see the difference. My point is, complains about "not being realistic enough" might turn off some players, but on the whole have very little effect on sales. |
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The genre is coming back because it isn't catering to purely hardcore players. Cold Waters is one of those games that you can learn in a day but it takes a while to master. Dangerous Waters just takes a long time to learn it! :up: Concerning the niche market, it's easier to make/sell an airplane simulator because usually it is just one or two people doing everything. With a submarine, many more compromises have to be made because dozens of people are involved in making a submarine function. |
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"I posted this on the steam forum awhile back but before anyone ask for more realism (unless it's optional). read this thread:" Did you miss the "(unless it's optional)". I have no problem with adding realism options and giving player a more accurate sim. But I want to keep the core sim simple enough for causal player. I actually did not target this set of message. I was just posting the link as a cautionary tale of what might happen if we continue to add complex elements to some lite sims. |
Which casual player is ever going to do a subsim...
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Youtube and games like Cold Waters may actually bring in a lot of new players with just a casual interest in military sims but was afraid of the complexity of some of the more in depth ones (or the I don't want to read a manual crowd). A couple of tutorial video on youtube and anyone without any modern naval knowledge can jump into this game and actually start having some fun in the single missions. In a way, the 84 missions are easier to get started than any of the SH game series as with a MK48, you have a good chance that just a point and shoot will give you a decent chance of a hit (well it has a good chance to come back at you too but let's not worry about that for now). That make it fun enough for some of them to dig deeper (watch more video). |
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The thing is, flight sim crowd is much bigger that sub sim crowd and that is the main reason there is very little good quality subsims. It's just bad business to invest large budgets for a small target audience and even if you consider successful games like CW you have to remember that sales that are a success for a company like KillerFish Games would still be a failure for big studios like Ubisoft. |
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Put on the captain’s uniform - For the first time, walk through highly detailed submarines, access every part of your U-boat, and manage your crew in the new first-person view. Become a real leader - Directly command your crew and experience the tension and fear inside the U-boat through the new advanced order system. Test your war strategies - Choose your own strategy and select your targets with a new objective-driven, dynamic campaign. Make the enemy react to you - Open new locations, upgrades and resupply possibilities, while the Allied ships adjust dynamically to your approach. Your actions will directly impact the evolution of the campaign. Accessibility Enhanced - Prowl the waters with a brand-new user interface. Now, every beginner can successfully command a sub free of confusion. In expert mode, experienced players will be provided with all the necessary information and controls to command the sub completely on their own. They were targeting previous owners. Nowhere did they talked about how new player can get into this. It doesn't help that there are no Youtube playthrough back then to show that you can take on the responsibility one step at a time. It also didn't help that it was buggy as hell at launch, even the review here at subsim rate it 1 out of 10 for bugs and stability. Just ask yourself, if you're a player without prior experience in the series, would you pick it up back then |
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But to ask your question, without any previous subsim experience and based only on that description - sure, I'd buy it. For comparison: When I wanted to try out heli sims I did not start with the Take On Helicopters on easy settings. Instead I got X-Plane 10 and constantly crashed for the first week or so until I saw some RL training lessons on YouTube. But that's what I mean by " I'm the best example here" :03: |
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