Quote:
Originally Posted by Molon Labe
1.04 made torpedo ranges variable with torpedo speed because that's the way torpedoes work in real life. When DW first came out, the fact that they had constant range was among the first major gripes. They actually tried to fix it in a previous patch but ended up screwing it up worse than it had been! 1.04 is the first version of DW that models the relationship between torpedo speed and range in a plausible fashion.
1.04 also allows the player to determine whether or not (or how often) torpedoes explode on decoys and whether or not (or how often) weapons home on dead platforms. Prior to 1.04, CMs always exploded on decoys and never home on dead platforms. In chosing for it to work this way, SCS was trading realism for playability--they wanted to make the game easier for new players so that they could reach a larger audience (you know, all that griping about how "steep" the learning curve is and such). Of course, the hardcore crowd was not pleased. The community was pretty much evenly divided on whether or not this should be changed back to how it was in Sub Command (not exploding, and homing), so SCS compromised with both camps and gave us the power to decide how we'd prefer to play.
I hope that answers the "why" part.
Duke is talking about 1.04 (specifically, that torpedo range varies with speed and that the host has the option of setting torps to explode on decoys and/or home on dead platforms). He briefly mentions mods, but said nothing substantial about them.
The role of modders in all this is that the changes in balance caused by the fact that torpedo ranges are now variable, can be and are addressed by LW/Ami.
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Thanks for the great responses. Can you clarify this for me:
1. Who determines what the correct speed/range settings should be considering that environmental factors (even though not accurately modelled) play a great deal in the efficiency of I suppose any weapon for that matter.
2. Since when should a player have control of whether a torpedo explodes on CMs or dead platforms? To me that's not realism at all :hmm: Now if that was a variable that was randomly controlled when a game was lauched, that would make it perhaps more realistic because of the uncertainty could occur.
Sorry about the rand but if realism is the issue here then what ever is modded, changed, added or varied for that matter is just for the benefit of that person who does the changes as what he or she perceives to be realistic. That doesn't mean that everyone is of that same opinion.
Can anyone tell me what realism is within a simulated environment?