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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Swabbie
![]() Join Date: May 2015
Posts: 5
Downloads: 6
Uploads: 0
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Sounds like a very intresting project.
What game engine are you using and how big is the development team? I grew up with DC and FC and would fully support such a game. |
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#17 | ||||
Blue Water Dev
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2. Those aren't stations, those are orders you can issue to the ship. Normally an RTS only has to deal with a few commands to send to units, so I had to get creative in coming up with a way to deal with much more complicated affairs like enabling/disabling active sensors, managing a hangar, engaging orders with different weapons with programmable things like waypoints, etc., and decided, "why not keep it thematically appropriate?" There's a number of UI elements still missing, though. 3. To be able to switch from a more arcadey playstyle that happens on short time scales, to one that might take a lot longer. It serves a similar purpose to time compression. 4. Currently looking at going on the slowest requested speed, but open to community suggestions. 5. It'd be a neat feature, but would be a bit more advanced to implement than necessary. If the game's received well and there are greater resources available, then perhaps it's something that could be added further down the line. Quote:
The Unity game engine, and as of the moment, the team is closer to the size of Killerfish Games than a larger studio. Namely, a programmer looking for contracts with artists. I have to give a shoutout of thanks to them for their work proving that a small indie team can make a quality product. |
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#18 |
Swabbie
![]() Join Date: May 2014
Posts: 11
Downloads: 11
Uploads: 0
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Ive been looking for a successor to Destroyer Command for a long time! Good luck to you and i'd be happy to pre-purchase if that means we get to support your development. I feel like 50-60 bucks is a small risk if that means possibly getting the game you have wanted for decades.
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#19 | ||
Ace of the Deep
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I met one opponent who insisted on playing only at 1:1 or 1:5 second time compression and would throw a fit if anyone asked him to play faster because he felt rushed. So, he kept the game at a max 1:5 ratio. The problem was, we were playing scenarios with 5 day duration. Also, folks would get distracted or bored and wander away to attend to other matters. When combat finally occurred, they often were away from the keyboard and out of control of their units. In the end, the player who most often won was the fellow who played at the slowest rate because everyone had to leave after an hour or got bored and quit. I am not certain there will ever be a 'solution' for this situation. I think it may just be a fact of life that some opponents should never play some other opponents. I am not critical of his style/tempo of play, but most everyone, myself included, just stopped playing against him. I just did not find the sessions fun or enjoyable. I am just as certain that other ANW players did not enjoy me slowing down the game to issue orders or attend to other minutiae.
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#20 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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LINK - or any information exchange is needed if you want to make multiplayer mode with cooperation option - where two players controls own warship/submarine and have different sensors and abilities. For example submarine player haven't the same "surface" situation picture like warship commander.
If multiplayer will be only 1 vs 1 link is not needed. But i think most players would like to play with team vs another players team. For me best solution would be assigning roles. From battle group commander (where player controls own unit + every AI, to warship commander - where player controls only ownship About time acceleration: In my opinion it depends on maximum scale of battle. If map size will have thousands kilometers it really have sense. But i think scale shouldn't be so big. For me better solution than "slowest requested speed" will be automatically time managements. For example at beginning of battle both sides havent enemy contact and game would run x2 or x4. It allows to move own forces to key strategic points or for better tactical planning. After detection or some speciffic events (opening fire etc.) game will change time compression to x1. It will eliminate situation described by @Herman |
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#21 | |
Ace of the Deep
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Learn from the mistakes of other games such as Flashpoint Campaigns. They removed most discretion from the players and force AI-controlled actions that would be ridiculous to any human in command. However, there is no way to avoid them. The garbage decisions mandated by the AI/game engine replace reasonable and logical human commands and there is absolutely no way around them. Forcing battles to only drop to 1:1 time compression upon contact gives away too much information. An unsuspecting player walking into an ambush is immediately warned of impending action simply by watching the clock drop down to 1:1 time. I have personally used the 'drop to 1:1' time as a feint for my opponent to make him believe combat was imminent, even when I was still distant. Another possible option lost is for one player to plan intricate manoeuvres such as flank attacks or coordinated approaches (pincer movements). There are just too many limitations to this mandatory action. Please leave it up to the players. If there is a particular player who insists upon slow play, he is going to find no one willing to engage him. The problem eventually solves itself.
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#22 | |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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For me time acceleration is not good choice but if you have to, better is to do it by automatic mechanism. When players can decide when time is set to x1 or x4 or more most players will set x1 in all game.
So your ability for playing with accelerated time will be pure illusion. In other hand if players at beginning will decide to play faster, and sudenly you will notice time is slowing down to x1 you have the same information like you described above: Quote:
In that case good automatic game system will be more effective and more "fair play" to each players |
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#23 | |
Ace of the Deep
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The important thing is that the option is always available to players and is not arbitrarily imposed.
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#24 |
Swabbie
![]() Join Date: May 2015
Posts: 5
Downloads: 6
Uploads: 0
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#25 |
Ocean Warrior
![]() Join Date: Mar 2004
Location: USA
Posts: 2,552
Downloads: 33
Uploads: 0
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Saw this. Had to respond. Wishing the developer success. Count me in as somebody wanting to purchase this game.
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#26 |
Swabbie
![]() Join Date: Nov 2017
Location: Belgium
Posts: 12
Downloads: 1
Uploads: 0
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Amazing news !
![]() Good luck guys... Any informations for : Release date, "kickstarter" plan, pre-release, and support of release ? ( Steam ? ) Thanks ! |
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#27 | |||
Blue Water Dev
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Too much automation can cause problems. I definitely lean towards power to the player, but ultimately the implementation of this is still a ways out. It's a very small team, but it's still growing and it's definitely not a solo job. Quote:
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Steam will probably be the publisher, yes. If It's received well, I look forward to leading the implementation of a lot of fine details and additions to it over time. |
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#28 |
Swabbie
![]() Join Date: Nov 2017
Location: Belgium
Posts: 12
Downloads: 1
Uploads: 0
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You says : "you will take command of NATO and Soviet battlegroups, airbases, submarines and land installations"
NATO, all nations ? All naval/air units ? ![]() |
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#29 | |
Ace of the Deep
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Making more processes mandatory or automatic generates more programming error possibilities. For example, with the time issue, does the time drop to 1:1 upon detection, when a unit fires, when a unit enters theoretical firing range, etc. These are all likely considerations the game engine must calculate to know when it changes time compression. And what happens when something goes wrongly? They are all just additional areas errors can arise. Looking for new ways to add unnecessary complications is just looking for trouble. Learn from the mistakes of others. Steam and Iron is a solitaire game and has a mandatory change in time compression when enemy units are in visual contact with one another; the game will not move faster than 1:5 time compression. Unfortunately, I often found my finger mashed down on the Increase Time hotkey because I wanted the game to just run through the battle. I wasn't issuing any orders and was usually trying to disengage. Learn from their mistakes. You will find plenty enough opportunity to create new ones. ![]()
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#30 |
Bosun
![]() Join Date: Aug 2006
Posts: 61
Downloads: 47
Uploads: 0
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The interface reminds me more of the Strike Fleet actually, rather than Fleet Command. The only thing missing is the viewpoint from the command bridge.
Always wanted a successor to that game so I'm pretty thrilled by this.
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I'm a bit slow at first, but by the time the crew starts screaming "Captain, we're all gonna die!", I'm in complete control. |
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