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Old 03-06-08, 11:51 AM   #10
Graf Paper
Ace of the Deep
 
Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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success depends upon good planning, preparation and execution. Steaming in, all guns blazing, will more often than not result in failure.
Sneak good...blow up more ship.

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Being a scientist, I enjoy seeing my calculations of speed, range, AOB etc, and tactical preparation working as planned, and feel great satisfaction at success.
Aim right...blow up ship.

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Also, the dynamic campaign means that, although the situations are often similar and the task the same, the actual happenings are never the same twice, giving the game longevity and enduring interest.
Blow up different ship in different place.

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This is prolonged by the gradual improvement of your opponents, and the ability to upgrade your equipment (submarines, torpedo types, sonar etc.) as time progresses.
Enemy get better, you get better or blow up.

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Finally, the simulation acts as a practical history lesson, teaching me what crews of u-boats went through better than any documentary or film on tv
Learn blow up right ship at right time.

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...(which tends to miss out the boredom, the cramped space, the feeling of uncertainty/fear when being depth charged etc).
Water go boom...bowels make room. One bathroom, many men.

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Basically, with the simulation (and mods - great work all you modders/dev teams.) as realistic as possible, I enjoy and learn from the experience, both doing tasks that were required in real life and feeling the emotions that come with it.
Me like blow up ships.

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To be honest, I think that this sort of game should be played/demonstrated in schools as joint lessons in history, maths, physics and socialogy. Perhaps that's a new market that game dev teams could look into?
Need more people blow up ships!
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Still sailing the high seas, hunting convoys with those who join me.
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