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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#13 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,734
Downloads: 825
Uploads: 4
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You're missing the point completely
The 'equations' are simple to implement in a game, it no more than about a weeks work including testing for the dev. The implementation doesn't require the 'nuking' of the sea lanes. You efforts are simply a representation, with random factors thrown in for the big picture. In a way very much the same thing that happened in WW2. If this type of thing is done, it would lead to a large online co-operation game with surface and submerged forces, and tactical decision making. ![]() |
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