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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Machinist's Mate
![]() Join Date: Mar 2017
Location: Atlanta
Posts: 128
Downloads: 14
Uploads: 0
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![]() Quote:
![]() Thanks for clarifying that the harpoon is an aircraft magnet. About the only things I'd really like to see "changed" if it were possible, or if not then to be considered for the design in CW Part Deux: 1. More Time Compression settings 2. Crews modeled, and Skipper modeled according to developmental status (ability to 'learn' special abilities or something). 3. Capacity to communicate with allied forces to gain intell or provide intell 4. Less inactive and utterly impotent allied presence in the campaign. Every single mission is "Help me Skipper Wan Kenobi . . . You're our only hope." and that is a bit hard to beleive. 5. More enriched campaign map functionality: i. zoom; ii. ability to configure sub however one wants (including transiting on the surface, albeit with the potential cost of whatever the consequences for that would be, and possibly to include being court martialed?) 6. More "realistic" missions in campaign mode. For example, I'm sent toward Norway to take out an amphibious landing force. I spot it, it comprises 3 LSTs and 4 or 5 escorts. I kill all the escorts and 2/3 of the LSTs. Screen for "Invasion of Norway" boo hooo, still loads!? ![]() Wonderful game! But for my tastes, I would be looking at 300 to 500% more prospective use time IF these types of design elements were present in campaign mode. Definitely, I'll still be able to get my money's worth, but just offering my two cents on how it coulda been even better.
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You would make a ship sail against the wind and currents by lighting a bonfire under her decks? I pray you excuse me. I have no time to listen to such nonsense. -attributed to Napoleon Bonaparte (probably paraphrased from Les Merveilles de la science) |
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