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Old 05-09-08, 08:42 PM   #418
JoeCorrado
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Join Date: Apr 2005
Location: Illinois
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Quote:
Originally Posted by Ducimus
>>I simply wondered at the why of it since realism seems quite a priority in TM.


It is... and then it isn't.

Realism, in my opinion, is subjective. So i try to stay away from realism arguments, and i really dislike getting into them. Iit's also why i've stated that TM is a 75% realism, and a 25% gamey mix. By stating that, i'm allowing myself some creative license. If my stated goal was 100%, every rivet in its place realism, i would have all sorts of people picking me apart citing how this is inaccurate, or that is in accurate, and how dare i screw this up, or omit this other item, etc etc.

But again, realism, is subjective, it all depends on who you ask. Often enough i try to shape realistic behavior on the part of the player, through abstract means. Some items in and of themselves are not realistic, but its effect on the players behavior can be. Aircraft and AI being some good examples.

The textures that some folks seem to hate, is acutally another abstraction. Fleet boats had a Attack periscope and a night periscope. It wasnt an observation periscope. NO such thing. The main difference between the two was the size of the apature and how much light it received. I chose the textures i did with the general premise of encourging the player to use the attack persicope during the day, and the night periscope at night. use the attack perscope during night, you can't see schiit. Use the night periscope during the day, (aside from having a shorter range), it just doesnt look as good because the lense is dirty, however at night you can barely tell, and you can see a heck of a lot better with it at night then the attack periscope.

When i implement or include things in TM, i often have very subtle reasons that aren't apparent at first.
Kudos Duci, when you explain it that way then it makes perfect sense. A nice balance that accomplishes the goal while being concealed nicely as a dirty scope. Also the underwater speed compels one to travel on the surface more- a very realistic attribute for American Subs of the period. Our radar gave us an advantage that must be used to enhance effectiveness and air search radar is available from the start. The perk of 10 kts being optimum is just gravy.

I look at these things differently now in TM because of your rational. Great insight into the minds of your fellow simmers to push them into realistic use of their assets.

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