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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
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#17 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
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I find SQs approach to scenario design alluring as I too dont appreciate over scripting - If I want to run on rails I'll catch a train sim !
SQs 'realistic' approach may not be mainstream but it has my vote ! More please SQ. ![]()
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Liberty, Equality, Fraternity Last edited by Bellman; 09-04-06 at 12:11 PM. |
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#18 | ||
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
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Every once in a while, someone would put together a "campaign system" which would take into account things like strategic movement, long term logistics, and what not, but the "plot" essentially just fell out. We just played it out. Computer games are nice because they alleviate a lot of the book keeping that we used to have to do, and maybe they make some things a little less abstract (you can actually READ a sonar or radar display instead of just having a "cookie cutter" definite range law). That's cool, but I don't really like being told how to accomlish my mission. In fact, in military circles, that's considered the hallmark of poor orders writing. They want it short and simple. Tell me what you want me to do, tell me what you intend to accomplish, but DON'T tell me how to do it. That's precisely what scripting frequently does, though. Quote:
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