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Old 12-08-13, 01:32 PM   #17
v-i-c-
Watch Officer
 
Join Date: Jun 2009
Location: Berlin
Posts: 342
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Quote:
Originally Posted by Sung View Post
Good work VIC.
Can you say something about the gameplay it self?

I understand that many players wish that level of detail. But i didn't understand how it is important for playing? Did the contacts not plotted in the map?
Must the player do the navigation by himself and is it than possible to loose the orientation to get lost on sea?
Because this is the real precision of the compass and of the course you could manually set in real life. Why should I limit that to 1 degree? To repeat the mistakes of other sims?

Quote:
Originally Posted by Sung View Post
I really miss something like a game concept. How does the game work?
That's really funny. Because this game play was already invented more than 70 years ago.

OK lol, basically you are in command of a German U-Boat and your task is to do what a German U-Boat did in WWII. Dying while trying to sink as much enemy ships as possible. The game world is a huge ocean called atlantic where you are on patrol. You will receive orders from your high command called BdU, the BdU will try to lead you and other AI submarines to your prey. The enemy command will try to hack your communications and you never know if they currently can do that. Technology advances over time and sometimes your overall chances are better sometimes dramatically worse. As said your job is the skipper, you will have to do what the skipper did, you will have the tools and possibilities of the skipper. For extra realism you can take over tasks that were not the skippers task, but this is not important at all as it does not change the basic game play.

There is not much you could basically change in this kind of "game play" except adding more realism to the AI, the enemies and your own AI high command and to the ships, aircraft and weapons. As usual with this kind of simulation you need some sort of time compression. Everything else is cosmetics.

The sim will have some dynamics based on the impact of the players action, currently I favor a pool of ships based on historical production rate of the different ship types for each side - sink one and it's gone, shot down an aircraft and it's gone till it's reproduced. Anyway the AI of the high commands uses a pool of ships, the usage (and offscreen battles) of it is calculated in the background at a fixed interval and this is the very basic stage of the simulation's AI and it's one of the parts that will ensure that no career is like the other.

Quote:
Originally Posted by iPadCary View Post
There're some landmarks that I know the coördinates of that I wanna check out
just to see if they're there in order to gauge just how "accurate" this sim is.
I fear you won't see your grand mums house. But accuracy is given (world wide for coastline areas) by a combination of slightly reduced SRTM data and other data sets. My computer was kind of blocked the whole April 2011 while processing the areas and combining this data into my own format to suite the game's necessary requirements while keeping memory usage of the data blocks low for mobile devices. But I would not recommend to load the game via carrier

Enough, I'll have to continue working…
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WOTA: Wolves of the Atlantic - upcoming mobile U-boat simulation for iOS (later Mac, PC, Linux) • subsim forumfacebook
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