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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
GWX Project Director
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Salute! Mates,
By all means, please read this entire post or you may get the wrong idea. If the "compromise" that is being asked for... (I wish someone would tell me exactly what "it" is.) ... is assisting players to integrate their choices one direction or the other, or to decribe the differences between GW and NYGM... they will get our full support after our release. (Though I am not the best instructor around. I will do my best.) I am sure that Teddy Barr will do the same. I have no problem with the NYGM team claiming they have the best "hard-core realism" elements around. "Realism" is a matter of perception and interpretation that each player must decide on for himself. However, GW will offer "advanced" realism over stock SH3 as well, but that isn't hard to do of course lol. As a generalized comparison if you like... you can consider GW to be in the 80-85% realism range, and you may consider NYGM maybe 100%. With a few exceptions our mods are similar, and in key areas radically different. So... if you want "hardcore realism" we (the GW team) will point you to the NYGM/Tonnage War mod. ![]() For instance: We have focused on expanding the player's world thanks to Rubini and now Ref's awesome work.... A fatigue model with long-term effects similar to RUb could discourage a Type IX driver from visiting far flung places hitherto unseen. Therefore, in GW crews can recover. However, the default GW fatigue model is also based on actual U-boat average watch times... so it offers a certain level of realism. This also changes based on sea-state, combat, and relative jobs stresses depending the crewman's assignment in the boat. My definition of "hardcore" would contain other elements such as long term morale failure for not sinking ships such as in the NYGM campaign mod. This is a clear line of departure from NYGM the overall NYGM concept. There are many more examples that will become publicly evident soon and I will be happy to point them out as time permits. (...and as they come up because I can't remember everything at once lol) There is no way to change direction now, or support full integration of the two mods on the cusp of our release. The reason GW was born was to present an alternative to RUb... and to offer the player further freedom of choice... in our free society. There is no way to make everyone perfectly happy and this mod is not being built with the intention to either unify OR split the community. There is certainly room for both great mods in this community. Both mod teams have spent hundreds of hours and sleepless nights during the development stage. Both mods will be born into existence and have their day! No need for anyone to worry about anything. GW teamers will never claim that GW is more realistic than mod "A" or mod "B" We will only claim to offer an "advanced level of realism." Realism is a matter of perception and interpretation that must be decided on arbitrarily by the individual player anyway. There most certainly IS room for more than one "big-mod" in this community. oRGy has set this precedent and now our good man Jonz has picked up that torch. ALL of the big mod teams have spent hundreds of hours and sleepless nights during the development stage. As a result these mods will be born into existence and each will have their day! There is no need for anyone to worry about anything... or to make mountains out of mole-hills. It would surprise some to find that key modders have contributed to each mod in turn... and not ONCE was a trust broken or compromised. There is no attitude among the NYGM teamers that says it is "US versus THEM." I hope this statement clarifies what our intentions are, and our own place in the community somewhat. ![]() |
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