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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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![]() Quote:
Most of the people who are interested in mods see it as a simulation with variable complexity and verisimilitude.
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#2 | ||
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
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![]() Quote:
There is something to be said, though for asking about necessary resolution. This is something we run into a lot at work as well. Sometimes it actually gets kind of nasty. Just the other day I thought it was going to come to blows across the hall from me. With wargames, as in all computer models, it is possible to be "precisely wrong," with simulations. It makes no sense to attempt to model details which the simulation lacks the tools to exploit, understand, and interact with in a realistic way, and, don't really matter anyway because if you had those tools it'd stop mattering. I wish I could be more explicit here, but I really can't. It gets into details that I can't talk about. It is sufficient to say, though that in this case, it is actually more accurate to have less detail in the sim. Wargames like DW, Harpoon, Global Conflict Blue, Sub Command, Jane's Fleet Command, are always abstractions. They're computer models. You can't avoid that. DW makes you a CO, XO, OOD, AO, and FCC all rolled into one. You can't do the job of what in real life takes a small team of individuals. Why bother adding a bunch of stuff that a subordinate would take care of so you wouldn't have to worry about it? It makes no sense. You actually end up learning less about naval warfare that way. Quote:
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