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Old 01-27-07, 11:38 PM   #15
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
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They are different games, but the thing I liked about Harpoon is that it was a really earnest attempt at making a detailed simulation with a lot of thought put into it. From the perspective of an operations research geek, Harpoon makes the most sense. If it's a freeware, not for profit game, then it should be for geeks. It should be the kind of game that could only be produced if money was no object.

I know you're imagining a tactical level sim, but Harpoon plays well on the tactical level, even if some stuff is abstracted. I know what you're saying, though. In DW you can actually look at the sonar screen, do your own TMA and peer through the periscope. There's none of that in Harpoon.

I think if you made the sim, though, the more limited it's goals are the better off you are to start off. Pick a single platform, the 688I class, for example, and try to make the best possible model you could of that. Really get into it in gorey detail, then worry about other stuff and build on it.

Also, pick a single theatre in a well defined time frame. It could be the Cold War in 1985 or a hypothetical conflict some time in the near future. I'd suggest something historical though just because it's easier to get data, but whatever works for you is good. I would actually stay away from the goal of trying to model every navy all over the world, for any conflict.
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