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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: May 2011
Posts: 26
Downloads: 11
Uploads: 0
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Does this confirm that the game will fundamentally be mission-based, rather than open-world patrols?
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In a submarine battle, you can be: on fire, underwater, under fire, & taking on water... simultaneously. |
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#2 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Yeap, no open world.
To avoid boring time of "patrol time" for non-captain players the campaign is planned as set of scenarios. Each scenario will be randomly generated mission based at scenario conditions (available weapons, escort efficiency, wolfpack activity, "surprises" like Q-boats or HK groups). It looks not so good in first view, but randomly generated missions have sense here (generally at Silent Hunter you met the contact and engine randomly decides what kind of ship / convoy it was). Not sure what happened if "captain" decides to avoid targets / escape mission. ____________________ Proposed missions: All the best scenarios were described by Neal. Hope the night surface attack will be more easy / safe / usefull than submerged attack how it is at Silent Hunter series...
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![]() Last edited by PL_Andrev; 07-26-16 at 12:15 PM. |
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#3 |
Torpedoman
![]() Join Date: Feb 2003
Location: london
Posts: 115
Downloads: 74
Uploads: 0
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For open world could you not set a course, real life players go about their real daily routine, with automated crew picking up hydrophone/radar/radio contacts and then notify all real players via email/sms when contact made. The boat then shadows automatically from safe distance, players agree to come online at certain time to take over controls and then treat as normal scenario. Would be pretty exciting to know your boat is traveling in real time and not knowing what/when you would encounter the enemy. Also you can retreat and back into automated mode. Something like that anyway.
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Tags |
campaign, scapa flow, wolfpack |
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