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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Let's Sink Sumptin' !
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I recall one of the biggest complaints was in order for it to be compatiable with SH2 it delayed the release of SH2.
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![]() ![]() --Mobilis in Mobili-- |
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#2 | |
Pacific Aces Dev Team
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#3 | |
Pacific Aces Dev Team
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Quote Glowwormguy from another thread ( my emphasis)
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#4 |
Eternal Patrol
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Personally I enjoyed it. While I hated SHII for not having a dynamic campaign, I thought the scripted flavor fit right in with DC, as destroyers have to do what they're told and never get sent out alone to "mess with the enemy".
I thought it was well done, and since I tend to run many careers side-by-side, once SH4 is out I intend to spend all my time going through the war playing both sides, both newer sub games and Destroyer Command (plus a couple of flight sims as well).
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#5 |
Bosun
![]() Join Date: Nov 2002
Location: Germany
Posts: 67
Downloads: 20
Uploads: 0
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... some sort of long lasting dynamic campaigns, some crew members (see SH III), some big ship TFs including operational CVs
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#6 |
Raiders of the Deep
Join Date: Dec 2003
Location: U-123 (CA7225)
Posts: 495
Downloads: 255
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I saw no real problems with the game. I even find it very easy to set up campaigns and write misions for it. I feel it was a well thought out game, as well to it linking with SHII.
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#7 |
Pacific Aces Dev Team
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@HS
If you would not write here in white letters, all could read your comment. ![]() There are still other forum styles than SmartDark and those have a white background in the text area ![]()
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-- Vapor-ware is always easier to sell because there's no limit what it can do! |
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#8 | |
Planesman
![]() Join Date: Sep 2001
Location: Brooklyn NY
Posts: 199
Downloads: 0
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#9 |
Bosun
![]() Join Date: Nov 2002
Location: Germany
Posts: 67
Downloads: 20
Uploads: 0
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I'm afraid, life tends to be a bit complicated from time to time ...
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#10 | |
Planesman
![]() Join Date: Mar 2002
Posts: 187
Downloads: 89
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Yeah like Horsa errr I said earlier ![]() Crew Quality - virtually every game has some sort of 'experience' rating and it adds to the game to have to PRESERVE your men so they can gain experience. A new ship/recommissioned ship would have a green crew that you'd have to 'work up' Added to this would be... Alert Status - I mean we have the General Quarters/Klaxxon button but it does SQUAT. It would have been pretty easy I think to simply link alert status to crew quality so that you have to keep the crew on low alert (or you'll tire them out/demoralize them) most of the time but of course this means they react pretty slowly to enemy threats - ammo will be in the lockers, etc. High alert means cleared for action but you can only keep them 'on edge' for so long before fatigue and morale will cause performance to suffer drastically (law of diminishing returns). Of course, a high quality crew would outperform a low quality one for a longer time... Mission variety - destroyers are the workhorses of the fleet performing a large variety of missions, not just sub hunts and fleet actions. Search and rescue, landing small naval parties on raids/espionage, convoy escorting, sub hunting, minelaying, hunting for enemy small craft, reconnaissance, fleet escort, etc. Heck old GATO on my Atari had 'rescuing downed fliers' missions! And this should have gone for SH2 as well - landing raiders/coastwatchers/agents and picking up downed fliers or sinking survivors. It may be a cosmetic issue in this game but whenever you read about DDs or watch movies, they're all MAKING SMOKE. This would block visual gunnery - good for screening purposes, but use up fuel reserves. Anyways that's really it for my rant/wishlist. cheers, Mountbatten
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