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Old 11-08-19, 06:56 PM   #100
Herman
Ace of the Deep
 
Join Date: Jan 2005
Location: Canada
Posts: 1,184
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Quote:
Originally Posted by AzureSkies View Post
It's an interesting conundrum. I want to simulate things like SARH guidance (ie, a need for a director to be radio-illuminating a target for most SAMs to work), but that could lead to some troublesome situations where the player gets frustrated/can't see why the ship appears to be ignoring their orders.

I'm thinking of solving it by not having it be something you have to manage, but something you can see with visual cues on the map (such as a cone for the illuminated area). That would also probably prove useful for managing situations and for important situational awareness. But details of extra optional management options will be interesting and tricky to figure out. I'm looking at possible additional UI elements for optional management commands.
Harpoon3 had a few game options that were helpful. You could activate or disable them at the start of any game session. For example:

ExtraVerbosePointDefense.opt
ShowPointDefense.opt
VerboseWeaponDetection.opt

They would give different levels of text to the player showing values such as detection calculations, firing probabilities of hits, die rolls, results, etc. The options were, I think, originally meant as an aid for database managers in testing and de-bugging their datbase weaponry and entries. I found them useful in some instances. (They could have been even more detailed.)

Such options for BW could help in overall game testing and de-bugging, too. Should BW decide to allow this as an option, I encourage as much detailed information be given as possible, even if some game designers are afraid of disclosing 'secret' formulae and revealing game operations. IMHO, within the realm of de-bugging, there is no such thing as 'too much information.'
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