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Old 04-03-10, 02:14 PM   #12
janh
Stinking drunk in Trinidad
 
Join Date: Jan 2010
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Quote:
Originally Posted by Bilge_Rat View Post
...
"Tedious" is a strange adjective to use in the context of a subsim where the whole object of the game is to search the oceans for weeks to get a shot at sinking something, only to start over and over again.
Hmmh, look at it from a different perspective then:
You get home in the evening and have an hour to play, or maybe find an hour or two on the weekends. You are a hardcore subsimmer, hate making compromises on anything easily.
But with little time to play, what are you going to focus on, which aspect will you want to maximize, while reducing the rest to a nonetheless realistic "automated" treatment that you don't have to worry about?

I clearly would focus on the submarine warfare part, and would happily let the program schedule the watches, treat the delay between being on the bridge, and reaching the command room, or the delay in getting my orders to someone outside the latter. As you said, skimming the oceans takes long enough, and it is not that a "career" in SH games is too short in game time and needs to be stretched...

Don't get me wrong, if find the idea of RPG elements nice, but I would appreciate it more if they also can be bypassed as in previous games of the franchise. Maybe the RPG element could even be extended by asking "skippers" to type up "log books" and "reports" ingame -- maybe that would even further the realims and immersion for some players?
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