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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#6 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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I decided to just sail out and try everything, just to see what things did.
It is early stages, but almost everything works. I like that you can name the whole crew, change their looks, clothes, skills, and even give them a pipe. I took the long mission, to sail 2000 km in a distant area. That would give me time to see and try it all. There are some mysteries without tooltips, but most of the activities make sense. Originally, I thought you had to micro-manage everything -- but you don't. You have buttons for periscope depth, surface, decks awash, and deep. When you surface, you see that you're short on air. Wait a bit and you will see that fixed. It is important to mix your officers to have a watchman, engineer, technical, medic, and so on. They work in groups, meaning you can assign helpers from the non-officer crew to each officer. For instance, the captain is a watch officer. Give him up to 3 helpers and the bridge lookouts climb up and look. No problems getting anything to work, so far. I am impressed.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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