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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Oct 2006
Location: OZ
Posts: 7
Downloads: 26
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Hey everyone. Long time lurker.
Myself and my Partner have been playing DW for about a year or so on and off, and a few days ago we started giving multistation games a good go. And what fun its been to! I just wanted to know, what would be the best way to 'divide' up the stations on the Subs (688I and Seawolf) and FFG between the two of us. We found that OneShot's P-3C "Orion" guide to be very helpfull in this regard. We have around the same 'skill' as each other in each station. Any help in 'spreading' out the work load (and fun) would be great. Cheers guys, and have a good one. |
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#2 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
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On the subs I would divide like this: player 1 has the sonar station, player 2 has tma and firing control and the rest of the stations can be divided equally between the two players or player 1 can get the rest of the stations with player 2 getting only firing and tma (manual).
On the frigate I would say you need 3 players, with only 2 players it can get a little rough. In this case you have 3 big jobs : astac and sonobuoy control, sonar suite control, weapons coordinator+weapons station + torpedo control. The rest being ship control and tma. Tma is mostly irrelevant on the frigate so it doesn't matter wether it is on autocrew or manual. As for ship control I would give it the the guy that is either controlling the sonar suite or the weapons station. Ew station can be put on autocrew. |
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#3 |
Sub Test Pilot
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In the past ive split the stations up so that one person is dominant captain ie in controll, so he will have ship control weps radar and ESM , the other guy will have sonar and focus on that aspect because thats thee most important thing in the game.
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#4 |
Helmsman
![]() Join Date: Feb 2005
Posts: 104
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In a busy anti-missile situation, having one player on the radar (weapons coordinator?) put up a target queue trying not to 'duplicate' the contacts, and another at weapons control just shooting at those, means fewer missiles are spent on the same missile. In a situation where you have multiple missiles incoming, spending no more than one sm2 on each (at least until you've cycled them all or a missile has missed) is bad; this pipelining of work will help against that. (If the first does hit, you wasted a missile; worse, that sam could have had a chance against another target.)
Or that's the theory anyway. I haven't gotten much of a chance to try it out in practice. Been too long since I played it, actually. I think all the Perry bugs got to me.
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