Thread: Online Campaign
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Old 12-16-07, 03:30 PM   #8
Blacklight
Ocean Warrior
 
Join Date: Sep 2006
Location: Connecticut
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I dont see what is the point of staying say 3 hours just watching your sub traveling, and then saving and next week again traveling 2 hour and finally contact.It would be better just to plan the contacts diferent boots will encounter and playing only this part, there is no point "playing" hours of traveling.

I think its just step too far from gaming.
Exactly what I was suggesting. Maybe make like a role playing game kind of thing out of it. Plan individual situations for the people involved... then drop each of us in the middle of it so we pretty much immediately get into the action instead of each of us driving out to our locations from the bases. Maybe include with the mission description something like: You've traveled for days into the North Atlantic toward your assigned patrol grid of AN35... when your hydrophone operator notices something... then start the mission.

Maybe have different stories planned for each person or make them up on the fly but have a grand story working in the background that brings everyone together into a huge wolfpack in the end or something.

"The Allies are up to something... there never used to be this many warships patrolling this area ? What's going on ?"
Next mission.. two subs are sent to the area to investigate...
Something happens to them... Maybe the Allies are working on a new weapon or ship or something or are setting up for the world's largest convoy or something like that.... who knows....
Doing a bunch of single missions, linking the stories together, intermixing them with occasional MP missions where a couple of us would have to meet up sometime online to do the mission and then have all of us together for the big "Grand Finale" would work MUCH better.

Take it from me. I'm the ultimate role playing game nerd who has half a walk in closet full of role playing games and over 20 years experience running them. This would be the best way to set something like this up.
You may even be able to take this a step further like have a chat room for all us Uboat captains to talk to each other and compare notes to solve some kind of mystery thing that's going on. Having a plot that we can unravel as well would increase playabilty and add excitement to the game as well instead of it being just a bunch of missions. The key would be to write a really cool and deep plot with some nice twists and figure a way to work it into the game's framework.
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