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Old 07-27-16, 12:02 PM   #92
PL_Andrev
Grey Wolf
 
Join Date: Feb 2009
Posts: 992
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Quote:
Originally Posted by Onkel Neal View Post
The consumables is an interesting question. Of course, the demo has everything working many times faster than real life.
If something is going good why to fix it?
It may be a special "arcade" mode - yes, it is unrealistic but well working with multicrew option. I'm afraid that with real conditions the sneaking mode may takes too much of player's patience...

Quote:
Originally Posted by Onkel Neal View Post
I have played a lot of MP games, and 1~3 hours is about right in my experience. You start the game, after 15~30 minutes you have engaged a massive convoy, you and your crew are getting into firing position.
I've played hundreds of multiplayer missions (SH3, SH4, DC as anti-sub, DC as some warship at naval battle) and we played 2-hrs missions only, where pursuing and sneaking takes 0.5-1 hrs, shooting takes 0.5 hrs and escort escaping last 0.5 hrs (convoy was too distant).
Now I'm little bit older, have a less free-time and Markulen game style matches too me. OK, maybe sub is too fast, but 5-10 minutes to catch convoy is acceptable for me.

Quote:
Originally Posted by raymond6751 View Post
Without the save game, it becomes repetitive, and will have a short life.
This game looks so good, that I think devs may create a playable DD to play versus uboats (one player per ship). With mission editor and free-unit to control this game may be ultimate sub game...
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