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Old 04-25-06, 01:11 PM   #4
suBB
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Join Date: Dec 2005
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hey guys,

I appreciate the responses, and the helping hand, ill make sure to keep an eye open for later playtesting.

Found some other minor bugs and things needed to be changed - so that's done. Just want to make sure I’ve done all I can do in the editing process and solo testing(triggers) before the next round of playtesting.

I think the important part now(or when all the bugs are resolved) is actual playtesting at full tilt. Might be interesting to turn show dead platform off!?!?

Actual data will determine the overall performance and what direction to take next.

There are some short term goals(maps, infastructure, scripting) but until we gather actual data, we shouldn’t worry about those just yet.

However, if/when you have ideas for maps, jot them down for later discussion, I know I’m doing the same

@ drEaPer
Travel distance(depending on platform) is determined two ways:

1.. Arrival - which we figured at 1st < 40nm, +/- tolerance due to random spawn.. In the mission we played, the 688 simulated arrival distance - 1 way trip - your misson was to depart for sea w surface escort & weapons cold, as it said in radio comms. Win trigger is 688 to arrive and ownship survives, of course, or hostile subs intercepted and taken care of, whichever comes 1st

2.. Return to general qtrs - the requirement as a win trigger to bring ownship out of harms way and return to safety - round trip ticket We figured same TOTAL distance but nav/interception = 1/2 + travel to safe minimum distance = other 1/2. In the same mission the akula/kilo are weapons hot looking for 688, if she is found and sunk, the akula/kilo are ordered to disengage(if you choose to do so) and return to safe distance.

Ultimately the travel distance(1 way and round trip) should be as such to balance gameplay & real-time..we all have lives to live lol
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