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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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Why have dedicated positions for multi-user subs? If you're playing a coop submarine game presumably you're intelligent and communicative enough to be spotter/plotter, sonar/radar, or whatever combination you need at any given moment.
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#2 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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just move to that battlestation, if a player disconnect while in that position, ai will fill the gap. New connected players could wake up in crew compartments, stand up, move to that station and interact with ai to enter that position again.
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Stormy...... |
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#3 |
The Old Man
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It's not a bad idea at all, but coop multiplayer on the same boat in either SH3 or 4 would be pathetic
![]() - periscope dude (spotter on surface/gunner) - sonar/radar dude - TDC dude for torpedo solution (gunner) - chief engineer for maneuvering Ubi could make it as a patch or a small expansion. To play a career with 3 disciplined budies would be preety cool ![]() |
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#4 |
Commander
![]() Join Date: Jun 2004
Location: Switzerland
Posts: 469
Downloads: 2
Uploads: 0
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This feature is fully implemented in Dangerous Waters... 4 possibilities
- ship control - sensors - TMA (Tracking Motion Analysis) - Fire Control I had some games this way, and it was VERY fun. Discipline is important because it is vital that ALL stations work together. For example if you need to evade, there will be maneuvering by the person at ship control. The person at ship control will decide the precise moment to fire the countermeasures (communication to the fire control guy) and the fire control guy has to react immediately (seconds difference = BOOM). The guy at the TMA station will certainly be under some stress as he needs to update the inbound position as good and as fast as possible to increase the chance of success of the evasive maneuver. At the same time the guy at the sonar station needs to keep an eye on possible new contacts (inclusive new fishes) and to not let stuff get into the baffles if not desired. It's not over... you usually want to counterengage in such a situation, to keep your opponent as busy as possible and decrease the quality of his tactical control. That again means that the guy at TMA must provide an usable fire solution and that the sonar man doesn't lose the tracker. I assure you it is a lot of work to do for a single person. Multistation increases the ship's efficiency if done properly... but that's DW
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