View Single Post
Old 03-17-10, 03:16 AM   #21
Lonectzn
Overlord
 
Join Date: Oct 2009
Posts: 8
Downloads: 156
Uploads: 0
Default

One of the things to be careful of is losing perspective in the push for realism.

I always play 100% realism. I switched it straight away without thinking on first start of SH5, and did the same in previous titles. I always add the realism mods and anything that will make it harder because I like the challenge and don't like artificial assistance. At the same time however, I recognise that the controls we use (mouse/keyboard) change the way we have to look at interaction.

For example, captains didn't have a lock button they could use to have the periscope follow a target. However, they didn't have the limitation of a mouse/keyboard either, and could easily multi task moving the periscope to follow a target, check range and issue navigation orders, all while having a good scratch. In this situation having the periscope auto follow locked targets is a perfectly reasonable and realistic solution, and doesn't detract from the simulation.

The way I see it, any orders that a captain could have shouted or info they could ask for should be instantly accessible in the interface by both the mouse and keyboard. Many people prefer one or the other. Make sliding drawers, keep it from getting in people's way, whatever, but at least have it there.

The core of the game is not in how the orders are issued or whether dials are digital or analog, it is in what the orders are and the decision making process of the player. The interface just needs to be convenient, straight forward and most of all complete.
Lonectzn is offline   Reply With Quote