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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
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I"m still not sold on the way Convoys have been trucking along in this game. I've added mod after mod but the Convoys predictability still make the game somewhat scripted and dull
Examples being: 1: Radio Contact of Convoys (red marks that appear) always seem to be along their Radioed course and speed for 24 hours plus after the report. This makes it extremely easy to find convoys as they don't seem to vary their course and speed much until...... 2: After an attack on the Convoy the Ships seems to just stop or mass confusion of ships not moving very fast while seemingly waiting for a ships to sink or burn ect. Ships didn't stop! They were under orders to leave get out of dodge and not even try and pick up survivors. Anyway...it's a buzz kill to be depth charged for several hours only to see the convoy still pretty close. 3: They are too easy to penetrate (early on). The escorts make GREAT targets as they steam along at convoy course and speed just begging to be sunk (I have to purposely avoid sinking them to maintain my sense of realism). As an AOTD noob back in the day I remember how much the escorts moved around and shifted positions and doubled back...constantly moving faster and more unpredictable then the actual convoy itself. They would race forward then do a couple of 360's then race to another position. It make it much more difficult to penetrate the screen. 4. Speaking of AOTD ![]() I guess my biggest beef is that Convoys seem like they could be improved so much. The ridiculously predictable Escorts make things very dull.......whether they can be modded to do so is yet to be seen.
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
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