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#1 |
Ace of the Deep
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OK. I completely understand the "new ship" situation here. We are not going to get any ships until Sonalysts decides its good and ready, and it is illegal to try and mod for it ourselves (not that I'd know how). But we might as well do occasional input in the meantime to increase our probability of satisfaction when it does come.
But what do you want for the interface in a situation where there are lots of weapons to handle? For example, we finally get the VLS Ohio with its 154 TLAMs. If we use an interface like the present ones, it'd be a veritable nightmare where we set waypoints for 154 missiles, making sure your final designation is accurate each and every time. Then we hit the launch screen and we push P 154 times. Probably there isn't enough space to put the control buttons for 154 tubes on one screen, so we'd have to alternate b/w screens. Then we go back to the first missile and push M to open all the doors. Then we run back again and launch all 154 of them. Does this sound like fun to you? Or how about if we get the VLS Tico. Obviously, to keep the challenge the number of ASM/SSM that will be flung at the ship simultaneously will go up geometrically. Do you really want to engage dozens of SSMs using similar interfaces that we have for the Perry now. So, what kind of new buttons and automation would we want to keep our mice from breaking? It is a long way off but we might as well start now. Discuss. Thank you for your time and attention. |
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#2 |
Grey Wolf
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I just imagine the lag in MP when 154 missile fly, with just 8 missiles + some SAM this is a nightmare in MP :rotfl:
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#3 |
Admiral
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We will not have the problems you are mentioning mainly because of the fact that if SCS releases future add-ons the main priority will be to add russian ships/air units which are the equivalent of the american frigate and p-3.
So no ticonderogas missile launchers, no super duper submarines capable of launching 300 missiles etc... you get my point. Right now there is a blue advantage in terms of air/surface units; with future add-ons we need to have an equilibrium between red side and blue side. |
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#4 |
Sea Lord
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Sorry KS - dont want any part of that.
![]() ![]() ![]() ![]() If I want to carpet bomb missiles I will load up Fleet Command or Harpoon. But I find it a pretty sterile gameing experience. ![]() ![]() ![]() ![]() Thanks...............................but no thanks. ![]()
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#5 | |
Ocean Warrior
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#6 | |
Admiral
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Maybe, but reading this forum since the game was released it was obvious that most of us want a balanced choice in terms of units for red and blue side. SCS can do what it wishes, but since they seem at least to listen to their potential customers I don't think I'm off mark making the assomption about russian surface ships/ helo/ aircraft. The last thing I want to see is a blue side so powerful in terms of units that the game looses its challenge and it becomes another frag fest. |
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#7 |
Ace of the Deep
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Yes, I am aware that most of this group (including me) want something like a Russian frigate or Western SSK first. However, those would work reasonably well with the current basic interfaces (modified to give the correct feel).
Just the thought of properly using a VLS ship with the current interfaces is another reason to delay it IMO. However, my question is, and I'd really appreciate it if the interested people (seeing there are also requests for Aegis ships and Ohio SSGNs IIRC) would answer that, is if we are going to have a Aegis ship, what would you like the interface to be? Do you want it to be something like now, only w/ more weapons, or what. After all, if you ask me, just getting off a 6-12 LAM missile strike with the waypoints is already a bit of a chore, as is handling air defence on a Perry. |
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#8 |
中国水兵
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I think the more appropriate questions that should be asked with regards to these systems is "what do the real interfaces look like? How does the missile combat system's functionality affect the interface design?"
It's not realistic to expect that the real VLS ships have their weapon waypoints entered one missile at a time; it's more likely that they receive such targeting information via satellite or other data link in the form of a "target package" that can be downloaded into the combat system, and from there, each missile receives its waypoints (that's how it was done on my boat ![]() TG
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#9 |
Lucky Jack
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To be able to switch on the panel with a key like in Fast Attack. It may not be so realistic, but boy it was fun!
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#10 |
Sub Test Pilot
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five me an arliegh burke and what these guys want and il shut up FULL STOP now that must be an ensentive
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#11 | |
Lucky Jack
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#12 | ||
Navy Dude
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#13 | ||
Ocean Warrior
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Sea Demon |
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#14 |
Ocean Warrior
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Argh!
![]() When will people realize that there will never be an AEGIS ship in Dangerous Waters. That would require a whole new simulator. DW is simply not good as a model of AEGIS because the radar and EW model is much too simple and the operation of the link is nothing at all like what a networked AEGIS platform would have (the "link" system in that game would be a WHOLE STATION onto itself, perhaps with multiple subscreens). The only result of throwing in a AEGIS vessel in DW would be to have a ship that is a FFG with more missiles. Modelling an AEGIS platform to any degree that would make it worth it in a game like Dangerous Waters would require a whole new simulator engine or major additions to the NavalSimEngine, in other words a whole new game. Any future addons for DW will be Red surface and air, and hopefully a Blue diesel. And it won't be until SCS has made some *profit* from DW.
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#15 | |
Ocean Warrior
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SCS has already planned an AEGIS simulator but instead decided to proceed with Fleet Command. So that shows they already had this AEGIS concept in mind for a PC based simulator. But the fact they went ahead with Fleet Command may show that there were inherent difficulties in implementing such a complex naval platform into a PC game with some degree of fidelity. I just don't know. I never understood fully why they went the Fleet Command direction. At any rate, like I said, I wouldn't mind seeing balance in terms of Red surface and air units. But if you want a total multi-mission surface ship, AEGIS (Tico/AB) is the way to go. I don't see it as a platform that just has more missiles. It flatly can do alot of the same as the Perry but also a heck of alot more. It would give you so much more in terms of all types of surface action. Believe it or not, some of us here like to play on the surface, and would love to have a much more capable platform to do more in the game. Sea Demon |
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