Thread: (DW) USN V IRN
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Old 01-21-06, 08:51 PM   #13
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
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Quote:
Originally Posted by OlegM
That would help with realism feel and not "every Kilo is the same" as we have now.
I don't think a "crew rating" is necessary. It's also kind of squishy what it would really mean, anyway. A lot of the sorts of "skill" issues can be simulated in mission design. Doing things like choosing less than optimal tactics or a given situation, or else purposefully setting them to not be so clever.

Quote:
Also, there is this alarming tendency in DW scenario design, to overpopulate the area with TONS of units from all sides. Inevitably, chaos ensues, with many ships sunk or damaged within minutes of starting the scenario.
What bothers me is less the numbers of units and more the density of them. A typical naval battle takes place in a piece of ocean the size of North Dakota. In an effort to make a scenario exciting and speed up game play, it seems like a typical thing to do, is to artificially "squish" the units together, so that the shooting starts quickly.

To me, this is frequently unsatisfying, because what makes naval tactics subtle, is not exchanging salvos, but rather the search leading up to it. To really get a feel for that, people need to be willing to accept a much more slow playing scenario.

I mean... geez... a typical Harpoon scenario can take a few days to play through. Why do people expect DW scenarios to be done in a few hours?
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