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Old 01-29-08, 02:12 PM   #8
trongey
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Join Date: Mar 2007
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Yeah, it always seems like designers miss the balance point on these things. Either the skipper has to do EVERYTHING, which isn't realistic, or he just says the word and things magically happen.

I like the idea of having to deal with crew fatigue, but I shouldn't have to tell each individual sailor when to leave his post. My exec should be handling shift scheduling. I should have to deal with issues of who's available when I need them. So I have fatigue turned off since it detracts too much from the reasons I play submarine games. I can't very well concentrate on sneaking around while I'm yelling "Fritz, get out of bed! Hans, go to bed! Johann, the only flak-qualified sailor on the boat, get out of the engine room and go to the flak gun!"

Same thing with mapping. Constant magical contact updates on the map are too arcadish, but I shouldn't be making all the observations, doing all the calculations, and doing all the plotting. I should be able to punch a button that says "Mark", and get my current readings plotted on the map by my navigator.

Why is the in-between option never available?

Of course, in an ideal game world, I'd say "Navigator, plot an intercept from those last three marks.", and it would happen.
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