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#1 |
Electrician's Mate
![]() Join Date: Sep 2002
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Imagine a strategy game that uses Dangerous Waters (or something like it) to resolve the naval portion of the overall gameplay. How do you think would be the best way for the naval game to interface with the strategic world?
For example, a persistent environment where vessels are crewed in real time, perhaps the same crews (like "guilds") crewing the same vessels... Or maybe something like harpoon? (AI vessels directed by single people, either one player per vessel, fleet, or whatever.) A mix of the two, where situations generate "encounters" or battles in DW? (In this case, the disadvantage is that getting an encounter is "meta" information that influences game behavior - e.g.,who is going to start an "encounter battle" at full throttle/transit and remain that way?) In terms of the state of DW right now, what modification would be most well suited to multiplayer gameplay/battle resolutions? What size is the community of multiplayer DW players right now? |
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#2 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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That's exactly what I want. I think a tactical sim like DW should have a campaign engine that tracks events at the strategic/operational level--something like a fleet command interface or the campaign engine in Falcon 4.0. This would allow you to use the tactical sim to resolve combat actions generated by player actions on the strategic sim.
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Overall I think the best solution is to have a stategic interface that allows you players to log onto a persistant server (of course the clock would only run when people are in fact logged on), and then begin a tactical simulation in a platform and at a time of the players' chosing. AI reports would be provided to the stategic interface from platforms regarding contacts (sensors or flaming datum/distress calls) and such. And don't underestimate the value of anticipated contact (such as when platforms are nearing an objective). You don't get the "meta information" problem with this because you don't organize an encounter independently of the stategic sim. The tactical and strategic sims run in parallel, and the players move from one to the other as they please.
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#3 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
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The other thing I wish they'd do is figure out how to model the interaction of ground units and naval units better. I'd also really enjoy seeing some amphibious operations. |
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#4 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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#5 |
Stowaway
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#6 | |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
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Hi GrayOwl what happened to your old account I see now your post count is starting all over again to 1? Nice to see you back ![]()
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#7 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
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These days I think they could do a lot better than Red Storm Rising. Maybe if they built the game around a hypothetical China-Taiwan-US conflict set 20-30 years in the future. It'd be complete science fiction, but it'd be fun. There'd be the capability to load other campaigns, but the starting point with be that one. I guess you'd have to build the campaign engine first, and then go back and build in the ability to "jump into" specific platforms. The thing is, since ships can be at sea for weeks or months at a time, you're probably not going to want to play just one vessel for the entire campaign. You'd probably want to be able to say, "today I'm going to be a 774 over here" and then when that gets boring, you could jump into the AEGIS cruiser way out because TBMs are coming over the horizon, or a DDG-1000 attached to an ESG because Marines have called for naval surface fires. Of course, if you WANTED to you could just stay in one vessel and drive doughnuts in the ocean for days at a time between engagements. It's up to you. There should also be the capability like in Falcon for players to make their own scenarios. |
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#8 |
Admiral
![]() Join Date: Apr 2005
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Having a dynamic campaign a la Falcon 4 is not going to happen.
Be realistic. Even in flight sims, no one cares anymore for that kind of experience. Its sad but true, Falcon 4 was the pinacle of military flight simulation. Nothing since can even compete in the same league. The real deal would be to have a dynamic mission generator, something much simpler than the Falcon 4 engine, something like the RSR engine. Updated for a modern scenario but still that kind of engine would be achievable with the economic constraints of naval sim game development. Any other option is purely academic. The SH series is an exception because WW2 has still a kiind of romantic vision. Also the fact that subs stayed most of the time on the surface makes the "graphics" part much more interesting and appealing to gamers. There is nothing wrong with rendering 200-2000 ft deep abyss but since you're inside the tin can its not much of an appeal. Now if on the other hand we could have the interior of the subs modelled with precision, and the stations etc... rendered realistically, even if you never saw the outside who would care. You would be rivited to sonar screens, maps , tactical displays etc... The only sim I can think of that really nailed down this aspect was Sierra Fast Attack. A pity that developers never learn to copy or be insipred by the good things in other people's products. |
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#9 | ||
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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I don't think it's an unrealistic expectation in any case. Getting a new sim anytime soon is the pipe dream. But if we get one, I'd be surprised if it didn't have a campaign feature considering the disappointment caused by the lack of a true campaign engine in DW and the success of the campaign based SH series. I think a dynamic campaign engine is simply part of the consumer's basic expectations at this point in time.
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