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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: What did kill DW ? | |||
Bad programming, too many bugs |
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31 | 31.63% |
Simulator too complicated |
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20 | 20.41% |
Insufficent number of sub simmers |
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47 | 47.96% |
price too high |
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0 | 0% |
Voters: 98. You may not vote on this poll |
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#76 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
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I too think air platforms and FFG are superb. It's just totally different. The subs, nukes especially, are all pretty similar.
And FFG is the best platform .. since it has GUNS. ![]()
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#77 | |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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#78 |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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I pick Bad programming, too many bugs, because the game is a pain to modify, and also adding new model's is
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Britannia Rule Waves (Yet right not now ![]() ASrock 4Core1600P35-Wifi, Intel Core 2 Extreme X6800 2.93GHz, 4GB OCZ PC2-6400 ATI CrossFire Edition, Sapphire 2600XT 256MB GDDR4 PCI-E, 500GB Sansumg SATAII HDD 16MB Cache, XP |
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#79 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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I agree with all your points well said, I'd love to see a new FC game too. ![]() ![]() ![]() ![]() ![]()
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Britannia Rule Waves (Yet right not now ![]() ASrock 4Core1600P35-Wifi, Intel Core 2 Extreme X6800 2.93GHz, 4GB OCZ PC2-6400 ATI CrossFire Edition, Sapphire 2600XT 256MB GDDR4 PCI-E, 500GB Sansumg SATAII HDD 16MB Cache, XP Last edited by Fleet Command CC; 07-13-09 at 07:14 PM. |
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#80 |
Frogman
![]() Join Date: Sep 2002
Location: Ohio, USA
Posts: 294
Downloads: 0
Uploads: 0
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It took longer than 15 minutes to play a scenario. That's about the average attention span of most people.
Why do you think they call this generation "The Fast Food Generation"?
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Neptunus Rex sends "In the spirit of reaching across the aisle, we owe it to the Democrats to show their president the exact same kind of respect and loyalty that they have shown our recent Republican president." A.C. 11-5-08 ![]() |
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#81 | |
Navy Seal
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![]() The F-15s used later on were real F-15s. (the stuff on the ground not the CGI stuff) ![]() The Airbase where SG-1 is taken was a real USAF Base. ![]() The time machine SG-1 uses to save the world was a real time machine on another planet. ![]() Ok that last was isn't true but the rest is. ![]() The US Military helped out a lot not just on that one movie but though out the whole series. One of the joint cheifs appeared in an episode as I recall. |
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#82 |
Seasoned Skipper
![]() Join Date: Feb 2009
Posts: 714
Downloads: 0
Uploads: 0
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For some people, maybe. But I had no problem playing 6 hour long scenarios in Fleet Command, or playing entire patrols in one go in SH4. Somehow SC just didn't capture me in the same way, and I didn't see any reason why DW would be different.
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#83 |
Commodore
![]() Join Date: Sep 2006
Location: Germany
Posts: 609
Downloads: 36
Uploads: 0
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Cocerning atmosphere:
A lot of missions lack atmosphere (for my personal taste). I mean for example, not enough messages(communication) and that stuff, no big suprises concerning the 'big' picture of a mission. Also things like limited AI. But that could be solved by the community: if you would write a scenario generator, which creates the missions (not completely random but based on scenario-stubs created by a designer) and scenario-dependent doctrines (it is possible) dynamic campaigns + interesting (generated) scenarions seem to be possible. Would be very hard work, no question. But on the other hand, concerning the SDK discussion a few years ago: Who should use such a SDK if the people do not use the possibilites which the sim is providing now? |
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#84 | |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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The problem if you want to call it that, is that many people with the required technical expertise just don't care anymore for DW. Maybe out of spite towards SCS for having vetoed any kind of "interesting" modding for many years who knows ? ![]() |
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#85 | |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
Uploads: 1
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![]() I would use a SDK ![]() @goldorak You're right; I would love to know a little programming to try to create such a thing, but I have no time to do that at the moment...
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#86 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
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About the "user actions", have they been eliminated from the code or is it still there somewhere but inactive ?
The same thing happened to video playback during mission briefing, the support is still there (since they recycled a good part of sub command) but is inactive. A little bit of reverse engineering could expose that capability if of course it is still present in the code. Now WHO would want to embark on such a journey ? ![]() |
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#87 |
Commander
![]() Join Date: Jun 2004
Location: Switzerland
Posts: 469
Downloads: 2
Uploads: 0
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The AI already beats the human mind, when it comes to calculable events; think about chess.
The news with DW was, for me at 1st place, the multistations feature; obviously, that is is to be used in a multiplayer context. Me personally, i basically get quickly bored when facing the AI, even if i loose. Therefore, i think Sonalyst put theyr efforts on a fizzy multiplayer community. I got the clear impression that if you look for vs AI scenarious, you need a different game.
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If you are going through hell... keep going (Winston Churchill) |
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#88 |
Captain
![]() Join Date: May 2009
Location: SUBSIM Radio Room (kinda obvious, isn't it)
Posts: 542
Downloads: 45
Uploads: 0
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Reading all the posts in this thread, Falcon 4.0 comes to mind. At its initial release the standard-bearer in terms of realism (though with a dynamic campaign), but also with many bug. Maybe the program that has broken Microprose's back (which is a shame, really).
I see many parallels to DW - at its core a very good, but still unfinished game that is one of its kind, but isn't supported by its publisher anymore (although this time for a different reason), and like Falcon, it has an active modding community. To get to my point: Actually, I wouldn't mind if a bunch of modders got together and brought out a completely overhauled version of DW, much à la Falcon 4.0 Allied Force. If they could make some money (though they'd have to buy the license in the first place), a lot of the modding effort would be rewarded financially. I would definitely buy it (as I did with F4AF) ![]() |
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#89 | |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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Yes you can play most games in hours or in prolonged hours like more than 3 hours easily. But DW IS NOT most game. If you really handled most of the things in DW yourself you could probably at max spend about 2 hours more or less. DW requires full attention of the player and it involves a lot of work while action is going on. If one spent too many hours in DW, DW could easily change from being a leisure game to hard work! DW is meant to be played a little at any one time. Of course there's the auto crew option however that is not an option for me since if I were to turn on all the autocrew on I would be left with little to play. Since the heart of DW is at its various job stations instead of commanding the sub like in SH3. If you think DW is about commanding Sub you're wrong. DW is about operating Sub or any other platform available not commanding them. If you still don't see this just look at the game gameplay. Its various staions just scream: Come get here and operate me!!! If you want to just command your sub the only station available to you is the map view which is without internal sound! Plus take a look at the command bar that is there at every station emphasizing that DW expects the player to take command of the various stations while in control of their platform at the same time.
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#90 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
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I have no problem with DW playtime. I mean in singleplayer. There is time compression .. and there is save. You can stop at any time and continue later. The amount of attention may vary, but most of the time I wanted higher time compression, and I was waiting for something to happen.
Multiplayer is altogether different. No time compression, no saving. So you wait much more. On the other hand, the tension is much higher and you hardly get bored, even if nothing happenes for two hours. I like quick missions. They are usually solved fast. But the mission generator could be a bit better. You should be able to choose from weather conditions, select oponent more exactly, not just a class, add allies, and so on. Sure you can do all that in full editor, but it's much more work.
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