As far as the floorplans go, there will be as many compartments as possible. Of course, we will have to make some exceptions with some of the ships (the Nimitz class carrier has over 2000 compartments) but the smaller vessels should have all the rooms modelled (such as submarines, corvettes and maybe destroyers). All stations will also be modelled in as accurate detail as possible, though probably not all will be mannable; for instance, I do not think people will want to man the reactor and engine rooms and respond to telegraph calls all day.
As for the teleporting, that's a tough call at this point. Obviously, it's going to be a problem if the commander of a carrier is wandering through the munitions stores when he's called to the bridge and has to run through God knows how many stairs and corridors to get there. :rotfl: On the other hand, it's not too time consuming to get from A to B on a sub or corvette. Again, I think a lot of it will have to do with the size of the particular ship, though it also has to do with what Josh (the creator of BC:R) has in mind for the game; he's got a lot of plans for game mechanics that not even the team members are privy to (in military-speak, most of it is on a need-to-know basis).
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