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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Ocean Warrior
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Well, yeah. But..
![]() As I understand it, Sea Power is supposed to offer high fidelity assets for accurate scenarios from the late 1940's to the end of the Cold War. High Fidelity meaning accurate platforms and weps. So, why bother with the Wunder Weapons at all if they didn't exist? ![]() I've seen this before, I still play an "update Mod" for Dangerous Waters where, if you play under the "right" flag, you get some really off-the-wall capabilities. If you want play the Mod, you have to go in knowing its going to be extremely challenging if you're looking for accuracy, it just won't be very realistic. ![]() If I have the ability to arm my frigates with a hypersonic cruise missile in the 1950's, what's the point? More important, if I already have that option, I'll probably need to use it. Anyway, its way to early to rant about it. We'll see what drops in November. ![]() |
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#92 | |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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Whatever paper units exist in the game are included by us because: - We find them interesting designs - It's a simulation, so what-if units can be put into the game and see how they would have performed - It allows to game out historical what-ifs You don't have to use them if you don't want to, and they won't show up in historical campaigns or scenarios, either. They're simply there to increase the sandbox potential. |
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#93 | |
Planesman
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#94 |
Gefallen Engel U-666
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Wiz33!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#95 |
Planesman
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#96 | |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
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People take one event like the Moskva sinking and extrapolate to the extreme from that. We could do the same with the Sheffield, the Coventry or the Stark, but noone ever seems to make the argument western equipment is useless because these ships were caught unaware. |
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#97 |
Ocean Warrior
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So, we'll be seeing the short nosed version of the F-111 for carrier ops?
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#98 | |
Planesman
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Back in the days of the cold war when my company actually does Mil-spec contracts. We worked for Gould Inc which build the Mk48, FMC which build the M2 and other projects some of those were so highly classified that we were not even given the program name at the time (one of those which turns out to be parts for the B2). What I can tell you is that every piece of equipment the US and allies have acquired since the fall of the USSR have underperform to the published spec. This does not even cover the poor workmanship on the equipment acquire form East Germany and other former Soviet states. We're talking about upward of 20% failure rates. Examples of which includes the 125mm APFSDS tank main gun round where 30% of the Tungsten Penetrators shattered upon impact and things like all the missile launch failure video you see on the web is more the norm than the exception. |
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#99 |
Sailor man
![]() Join Date: Mar 2015
Location: U.S.A.
Posts: 43
Downloads: 61
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Have they released any info on how the campaign will play?
I know it's going to be a dynamic campaign, but I mean will you be controlling all the naval assets in a theater, or will the campaign allow for less grand strategy control? Like say controlling a single ship/submarine or a battle group/task force. I would love to see essentially an updated Cold Waters campaign where you are in control of an individual unit or battlegroup/task force in a larger theater. But unlike Cold Waters where it's your sub against the entire Northern and Baltic Fleets, you have AI allied units operating around you. |
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#100 |
Sonar Guy
![]() Join Date: Oct 2011
Location: Arkansas, USA
Posts: 376
Downloads: 65
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I'm planning to buy it upon release. Being Early Access, I won't expect it to be perfect out of the box. And as long as they don't show up in historical scenarios where they would be inappropriate, I like the inclusion of, "what-if" units, prototypes, etcetera.
As for Soviet and Russian military equipment, the proof is in the pudding. And a brief review of world military history suggests that an awful lot of the disparagement may be based on hooyah propaganda. I spent many years in uniform, with the Soviets as my primary adversaries. I did not see any of the Keystone Cops ineptitude that is typically attributed to them in the west. ![]() |
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#101 | |
Swabbie
![]() Join Date: Sep 2005
Posts: 10
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With the real likelihood of Sea Power being a complete game that is full successor to build upon what Janes Fleet Command offered primarily and also Harpoon to an extent, I now have considered coming out of retirement if the game delivers what it should.
One such requirement that hopefully will be added is stable multiplayer play for player competition and for cooperative play. Lets face it, there are definite limits to how much AI you can cram into a game to deal with all the "possibilities". If you want less boring gameplay, multiplayer competition is the key. Players need to be properly informed that time compression on multiplayer is likely a firm no-go. Regarding the quoted message below from Badger343rd, replies like this seem to point a problem that has been around for quite some time in the modern naval sim gaming genre. Either it is a lack of understanding the scope of the game being real time strategy or that many who just prefer 688i H/K, Sub Command, or Dangerous waters really hate doing any significant amount of micromanaging other units that is present in real time strategy games. There were a lot of 688i H/K & Sub Command players who initially picked up Janes Fleet Command but became dis-interested in it rather quickly, even after the NWP mod made things a lot better. I noticed that because I used to be the department commander in charge of Janes Fleet Command in the online Seawolves multiplayer league/fleet and player retention was difficult to maintain for new ones. It looks like Seawolves virtual fleet is no more. Probably a mix of direct network connections being very difficult for some and drying up demand for modern naval strategy sims for the past 10 to 15 years. Quote:
Last edited by havocsquad; 10-05-24 at 02:12 PM. |
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#102 |
Gefallen Engel U-666
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havocsquad!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#103 |
Swabbie
![]() Join Date: Sep 2005
Posts: 10
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You should have been a sportscaster doing play by play analysis on some of the multiplayer Fleet Command player vs player matches I played with some of the best in the world.
I definitely did a lot of sneaky/stealthy but fair tactics that won me quite a few matches. I also got my fair share of bruises and bad days. |
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#104 |
Ocean Warrior
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So, I've got my first dumb question.
![]() I realize that what we've been seeing on the current vids is, essentially, the Beta form of the game which releases next month. I see platforms sinking ships, I see planes getting shot down and the crew ejecting. It looks great. ![]() What I'm not seeing is SAR. ![]() It could add a dimension to the game play. ![]() In a campaign or single battle, picking up crewmen on your side might become decisive, likewise, plucking a senior officer out of the water that you were fighting against could provide some good Intel. ![]() |
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#105 | |
Swabbie
![]() Join Date: Sep 2005
Posts: 10
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Development time and manpower is not infinite. While constructive feedback from others is very important, I feel that this falls to being one of the lowest numbers in the "maybe" category for additions. First, such units being rescued or prevented from being rescued need to be programmed in the game to be indestructible. It's too easy to fail or win if they can be clobbered like in Janes/SCS Fleet Command. Second, it's somewhat what might already be in the game. Reach coordinates: ##:##:## N, ##:##:## E before the enemy in a ship or sub. Pretend pilot is there, get intel. Intel reveals boomer sub patrol region. Sink with ASW plane, mission done. Quick control of individual unit's weapons and quick keys for depth and speed, good mechanics, stable play, save game compatibility, dynamic campaign functional, and last but hopefully not least important is multiplayer support. These are what I emphasize every time there is a discussion on what is most important on the official Sea Power Microprose discord channel. |
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