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Old 09-12-09, 11:55 PM   #21
Steeltrap
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Join Date: Mar 2001
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Here's something I posted elsewhere that, in part, is about the experience of tracking and getting to point of firing. Just for some added thought.....

================================================== ==
Realism is king, with some caveats.

Yes we want technical realism, by which I mean the known performance of x piece of kit is reflected in the sim, as are the dates things became available etc etc. So, radar in SHV is not acceptable i.e. air search radar giving bearing when it was only ever an A-scope. That's just basic and shoody.

For every level of realism, there might be an option of choosing NOT to have it in your game. This solves the problem of "appealing to the casual gamer" that is, IMO, an excuse for "we couldn't be bothered to get it right".

Rather than rattle off a whole bunch of technical and other aspects, I'd like to mention a focus on something different: command. I'd like the sim to portray accurately what it was like to command a submarine.
- That means my CREW matters a great deal. I need people with skills. I need a good crew roster.
- As skipper, I make observations of a target's AoB, range etc and it's the fire control party that comes up with target course and speed and plot it on a map. I do NOT mean the same as the 'fire control officer assistance' in SHIII, mind you.
- I make firing observations but it's the crew that prepares the torps.
- I give precise depth/course/speed orders, it's the crew that does it.
In short, I do NOT want to have to go to all the different screens that are currently used to do manual fire control. It's NOT REALISTIC. The skipper didn't do all those things. So, when it comes to realism, I have 2 views:
1. technocrat realism - yes, I can go to all those screens to input everything.
2. command realism - no, I CAN'T do the input OTHER than the level of things controlled by the skipper.

A lot of people get excited over technical realism (such as controlling dive planes etc etc) yet ignore the fact that a skipper did not do all that stuff.

I want a revolution in that I command, and experience the pressures that go with that. I don't want to get bogged down in micro-managing TECHNICAL aspects a skipper didn't IRL. I'd like THAT to be an option in difficulty settings i.e. "realistic command Y/N". This would mean I'd need to think about sending crew members off to various technical schools while in base, and they might even miss the next patrol. That means I'm down an experienced person, but it also means they come back more skilled. Frankly, some R&R also becomes a factor. This sort of "strategic crew planning", looking at more than just the next patrol, was a factor in command, and I'd like to see it reflected in the sim.

Just some thoughts.
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