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Old 08-29-13, 05:30 PM   #18
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
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Actually, one of RSRD's best points is that the missions make sense and are put together well. If you ignore where you know where traffic is, do what the mission does and pick up a couple of additional assignments as you fulfill them, returning to port when your torpedoes are nearly exhausted it plays, in general, really well.

That's the way I played it until this particular cruise where I got too smart and actually anticipated where the bad guys would be. I'm finding that although that is an interesting investigation, as soon as I attack something everything falls apart as the enemy does stupid things that don't make sense in the context of the mission they are on.

So I have this love/hate relationship with RSRD. I fully understand that Lurker wanted every Japanese ship to go where and when it went during the war. But the results of historical ship movement is extremely unrealistic gameplay by the player.

You can get around that if you make up your mind to forget everything you know about historical battles and ship movements and just do the missions.

I still think the vision of crews in RSRD is way ratcheted up. There's no way on a pitch black night that a ship should be able to see you at 4 miles and plop the first salvo in your lap. RSRD does this with incredible regularity where stock TMO had you pretty safe operating on the surface anywhere outside 3 miles from an enemy ship.

If the enemy can see and kill you from the horizon with one shot there's no sense in playing the game against warships.

So yeah, count me in. RSRD as base with constrained randomness and some historical movement added and restoration of TMO AI.
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