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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: May 2005
Posts: 3
Downloads: 0
Uploads: 0
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RPG
SHIII is smashing. True. But what I personally miss is what I call ‘game cohesion.’ The storyline-glue that bonds every mission together so you get more story with NPC and your own personality you play. E.g.; Rumors and stories from other U boats that are told in a bar, war updates, secret missions, intrigues& espionage.. Currently you play and after your mission you go to the next, etc etc, without that RPG storyline. For me it makes it a bit dull play after about 10 missions. It’s more or less same old, same old.. if you know what Im saying.. I want to go through the game like a movie. Adventure or RPG. Commanding the fleet It also would be great to have real time command headquarters where you could do operational planning, like locate convoys and other missions to send your subs to. Like Greatest Naval Battles from SSI back in 1992. There was a War Office where you could see what ships where in dock, shipyard or still in production and you could form taskforces and send out your fleet in harms way. As the GNB manual discribed on page 158 (yes I still have it laying arround..) "The strategic map shows critical information which you would get from your intelligence, and you could plan your missions. Displayed on it are the resources you and your enemy bring th the struggle. The bases which harbor your fleet, the taskforces which they are organized, stations they patrol and the a/c which support them. Also displayed are the objects of the struggle; the convoys that sail back and forth between UK and the world. " Those 2 points would be my ideal of naval game play.. |
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