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Old 12-23-10, 01:31 AM   #13
vanjast
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Join Date: Jun 2006
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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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