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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: Jan 2011
Posts: 12
Downloads: 44
Uploads: 0
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Yes, there are bugs. There are performance problems. The graphics represent only a marginal improvement over its late-1990s predecessor from Jane's; the animations and effects are actually a step back in a lot of cases, notably ordnance firing and impact. And yes, it's hobbled by not only these issues, but by a number of questionable design decisions.
But the main problem with this game is the lack of any sign of intelligence, initiative, or responsiveness on the part of individual units. In Fleet Command, if you gave an attack order, the platform or aircraft was generally pretty good about positioning itself to engage, selecting the correct munition type and quantity, and prosecuting the target to destruction. In NWAC, most of those steps are up to you; units, no matter what offensive posture is ordered, engage enemies either too late or not at all if left to their own devices. Establishing CAPs is pretty much useless, because you generally have to manually order any sort of interdiction. STS, STA, and ATS engagements suffer from the same problem. I like the fact that NWAC does give you the option of determining the type, range, and quantity of munitions deployed by your units; I hate the fact that the units require these explicit instructions for any hope of efficacy. This game is about fleet command and keeping track of dozens of air, surface, and subsurface platforms; I don't want to worry that my pilots and officers don't know how to do their job. This is to say nothing of the issues surrounding air-to-air refueling, aircraft fuel levels after an RTB order, and the lack of an "identify track" order. Until unit AI is improved, this game will not feel like a true command simulation. It's a shame, too, because I was really looking forward to NWAC as a successor to one of my favorite sims of all time. |
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