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Old 06-11-08, 04:32 PM   #511
Ducimus
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Quote:
Originally Posted by neilbyrne
Ducimus, thanks; I did not mean to get you off R&R or detract in any way from the great work that you've done on TMO. I'm surprised you were never in the navy given how accurate and immersive an atmosphere you created. A friend of mine, also retired USN, and I have been playing together and we just have a great time going to sea without all the BS. Thanks again. NB
No distraction really. As for surprise i wasn't Navy.... I dunno. Fleet boats were passion of mine ever since i was a little kid and read my first submarine novel by Edward Beach. I devoured his books from cover to cover and reread them when i was done. I was quite proud of myself to be able to indentify what was what when i first stepped foot on a museum boat. I must have spent 4 hours on the USS Drum and it only felt like 5 minutes.

At any rate, i understand some of the design decisions i made in TM, won't be like how it was in real life. Its all a juggeling act. I weigh the text book answer, vs the "real word" answer, over limitations presented by the game.

THe nav map for instance, was designed to force the player to plot, and to reduce the amount of information presented to the player. By default, the nav map has instant and FULL situational awareness when i don't think it should. The "grease dots" many dislike is VERY intentional. As by default you could tell by the ship map silloute
- class (merchant, tin can, or major warship)
- hostile or non hostile
- EXACT Direction of travel

All at a glance without ever going to the bridge, or looking through a periscope. Just Too much info. Nevermind exact sensor information was also visible. I dont think a skipper could tell the exact geometric measurements of a sonar beam at a glance at a map.

I know people don't like that part of the mod, but i did have my reasons for it. I just wanted very general position plotting, with minimal or sufficent situational awareness in order to keep a "fog of war" in play.
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