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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Samurai Navy
![]() Join Date: Feb 2006
Location: New Jersey
Posts: 565
Downloads: 0
Uploads: 0
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I only play in 1x when i'm dancing with the enemy under the pale moon light. Otherwise, 2048 compression all the way.
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#17 |
Let's Sink Sumptin' !
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I usually keep it to x256 or less. Anything more and you miss a lot of air and ship contacts.
But x1 all the time? No way!
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![]() ![]() --Mobilis in Mobili-- |
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#18 | |
Machinist's Mate
![]() Join Date: Apr 2005
Location: AM56 North Atlantic
Posts: 128
Downloads: 2
Uploads: 0
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Anyway, back to the bat thread, err ... my thread, yeah it would be pretty cool to do a 1 TC campaign, but in my own case, I'd be in too much of a rush to see what I could blow up next, so I wouldn't stick at it for long. And ... is anyone truly hoping to do a whole war on 1 TC? The real war took almost 6 or seven years (depends how you count), so how long would a 1 TC campaign take (if it was the only PC game you played and you played it constantly, but taking time out for work, real life stuff, and god forbid ... even sleep etc etc)? Would twenty or thirty years be a reasonable estimate? |
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#19 |
A-ganger
![]() Join Date: Feb 2006
Posts: 71
Downloads: 37
Uploads: 0
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The only way I think that a 1x campaign (or even patrol) would be possible would be if the game had a whole slew of minigames, almost a true role playing game on your boat, where you deal with crew issues, officer attitudes, decoding and encoding messages, true navigational problems, system malfunctions (not ones you as commander would have to fix, but you'd have choices A, B and C about the best way to proceed), incidents where you as captain would have to intervene, and your choices affect the overall morale of the crew and officers, a working captain's log which you can open and write to, and of course lots of reading --- in the form of a in-game web-browser with links to many WWII and nautical sites.
If THAT was what we had, I think I could indeed play the whole thing in 1x. MQ |
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#20 |
XO
![]() Join Date: Jan 2006
Location: Vancouver
Posts: 411
Downloads: 5
Uploads: 0
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I hope that in SHIV they insert a lot of things to pass the time:
1. Full freedom to walk around the boat, witnessing people go about, maintaining the boat, loading torpedos, reading maps, plans and books, muffled conversations, guys eating, sleeping. You could have people move around the u-boat going sideways to slink past you as you move about, inspecting everything. 2. Insertion of that awesome enigma sim posted here a while ago to decode, encode messages to/from Bdu. At a lower realism setting you could have your radio man decode them but at 100% you would have to do it, rearanging the spools and setting plugs and keys(I know at 100% your radio man would always do it but then why, at 100%, do you set firing solutions and not your WO?). 3. Water skiing, come on, how cool would that be. It could be a little mini game or something. Maybe your crew could fire stern shots and you would have to dodge them or something. 4. Setting up mines en route to your patrol zone in historical mine-laying areas( I know the XXI could carry mines and torps as well as the type IX's). 5. Transporting spys and/or commando squads to certain hot spots during the war, maybe VIPs like generals or something that you have escort while being hunted by task forces. 6. Number 5 brings up other things like escorting convoys as a u-flak or setting up rendevouz's with other u-boats in certain spots in the Atlantic and meeting there then moving out together, hunting juicy convoy's. 7. Starting a career as an officer but not a captain, maybe you start as the head engineer and you must maintain the engines(possible mini-game applications here) as well as a radio operator, cook, sonar operator, torpedoman. So many possibilties where your not nessecarily the captain at first but someone else where you complete your task in some intuitive, fun mini-game. As a submarine simulator, the devs have so much freedom, I really hope they take advantage of this genre next time. |
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#21 | |
Grey Wolf
![]() Join Date: May 2005
Posts: 887
Downloads: 119
Uploads: 0
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Aircraft sims rely on landmarks and sun and compasses to navigate, why cant this be done with a subsim? |
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#22 | |
XO
![]() Join Date: Jan 2006
Location: Vancouver
Posts: 411
Downloads: 5
Uploads: 0
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#23 | |
Machinist's Mate
![]() Join Date: Apr 2005
Location: AM56 North Atlantic
Posts: 128
Downloads: 2
Uploads: 0
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[quote="Salvadoreno"]
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