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Old 05-09-06, 05:17 PM   #6
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
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Quote:
Originally Posted by LuftWolf
A couple of points Molon:

1) If the motion of the wire compared to the water around it along its entire length is anything other than a very small amount, the wire will break. So even if there is plenty of slack, any tension on either side of the wire will break it due to the water tension, rather than the stretching of the wire.

2) You aren't looking at this in its full context. With the advanced torpedo physics, it'll be nearly impossible to score a kill in deep water outside of wire range. Also, reattack features are probably going to be included as automatic features on the wireguided torpedoes.

In this cases, the changes will be quite significant, so it's hard to say what the exact consequences will be. Lets just say, a playing willing to wait for a good solution will have a big advantage. In this day of DW, all a player needs to do is fire 4 torpedos in the general direction of his opponent, wait until they start running, and then triangulate with UUV and TA and its over.

Now, we face the real possibility of having solutions on opponents... and not just solutions, but solutions that let you know where he is, but you still can't have a decent chance of killing him. So you stalk!

Now we are closing in on real submarine tactics.
I AM looking at this in context. Looking at how this effects interact with other aspects of gameplay is EXACTLY what my last post was about. Of course, the deep water thing makes the shorter wire problem worse, not better... I'm hoping the ATCM makes up for this in part, and closer contacts bring in the rest.

I did say that this has a lot of potential if you get it right... :P
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