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Old 04-08-19, 08:42 AM   #5
CDR DPH
Helmsman
 
Join Date: Jun 2018
Posts: 101
Downloads: 18
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Only the OP knows what they were thinking when they posted.

There seems to be a widely held belief that a sub game/sim can't be a sub game/sim if it doesn't require the player to micromanage every aspect of game play via some crew station. The fact that these individual stations can usually be turned over to the game to manage is irrelevant - the belief is that anything that doesn't require the player to pick up a ruler to calculate a TMA is not a "real" sim and certainly can't be any fun to play.

Look out if the game offers good graphics of targets and inbound munitions. Everyone knows that real subs do not have windows and any genuine game/sim will only give you the opportunity to stare at a two dimensional grid map of your sub and the world around it.

Reasons why decent sub games/sims are few and far between:
  • A niche market. Running and sliding through a maze while killing things is an immediate dopamine hit. Skulking around the depths looking for an obscure target requires too much attention, thought and patience.
  • Decent and revealing graphics are by their very definition a violation of the austerity and personal flogging required to be a submariner.
  • Entertainment for today's generation of gamers requires a large universe of other people to share the experience in real time. Recent generations (gen-x & millennials) can't do anything on their own and are dependent on instant feedback and approval - Can't go to the toilet without posting a pic to social media showing what they have created and needing validation for their effort.

To each their own I say. If the OP wishes to spend their time in the flat-pack world of Dangerous Waters, more power to them.
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