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Originally Posted by p7p8
Some words after game. This is very nice scenario. Not too hard but very immersive.
Props:
- good map
- immersive messages, weather and "cold war" climate
- tracking target before attack permission (really good idea)
- many "contacts" on way to OPAREA
- good idea for scenario
Cons:
- civilian traffic is to heavy for stormy weather
- lack of other (civilian) 50 Hz contacts near target
- player is "untouchable" all the time (some russian small warships would be nice)
- lack of allied SSN (british HMS Spartan submarine) who "lost contact" with soviet sub.
- soviet sub starts too far from "last known position".
- lack of information what was course of soviet submarine (W, SW etc.)
Of course this is my opinion. All cons are minor, because mission is very fun for playing.
I recommend this mission to all DW players, not only Orion drivers.
Good work NippleSpanner
(sorry for my bad english)
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Thank you for your kind words and the feedback - it helps a lot and gives me a few ideas I'll try to implement/change - like not allowing mines altogether, since they are just an uncontrollable hazard in civilian waters, torpedoes not so much.
All hail
Stewy1 for his template-pack!
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- civilian traffic is to heavy for stormy weather
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Can you elaborate?
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- lack of other (civilian) 50 Hz contacts near target
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Good point! I wanted to adjust the difficulty anyways - the mission is too easy, I was aware of that, but figured to release it anyways and wait for response.
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- player is "untouchable" all the time
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And it will stay that way, at least in this scenario. It's not meant as a "challenge" in regards of survivability, it's your typical "cold war gone hot POSSUB hunt"
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- lack of allied SSN (british HMS Spartan submarine) who "lost contact" with soviet sub.
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Thanks for the salt in the wound, haha.
Here's the reason: The AI sub sends link-contacts all the time, which I do not want for this scenario, I want the player to be the sole hunter-
I had the Spartan ingame initially, but it caused only problems and I couldn't figure out a workaround that's worth it.
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- soviet sub starts too far from "last known position".
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How do you know?
The player has no information what the enemy sub (there are 4 random ones, picked at mission start btw.) has done in the hour after HMS Spartan lost contact.
It can spawn relatively close, or rather far away - simulating slow/fast speed, and to help with replayability.
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- lack of information what was course of soviet submarine (W, SW etc.)
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On purpose. Let's assume HMS Spartan did not had contact long enough to really determine this, or let's assume the soviet sub changes course etc.
Additionally, the briefing does mention the sub is heading for the Denmark Strait, which is due West, roughly.
I'm sorry it was ultimately way too easy for a seasoned player like you, the AAR clearly shows you know the drill and I actually want to design missions for players like you, the type that plays "thoroughly"... if that makes any sense.