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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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![]() Join Date: Apr 2005
Location: Portugal
Posts: 16
Downloads: 31
Uploads: 0
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- lock the development team for a month and make them play silent service for the ZX spectrum every day
- realistic traffic patterns and convoys (small merchant convoys with few escorts) for random encounters. Convoys follow routes based on historical traffic patterns for each geographical region. (Cities, naval bases) - large, heavily escorted convoys mostly reported on the radio. These would follow known long routes to and from Japan or major bases. Wolfpacks on these cases. - realistic damage model and damage control crew - Role of the player is of the submarine captain. Don't need to impersonate the other crew members (or actually see them inside the sub) - Sub simulation is IMO more about strategy than action, so Seeing the a highly detailed interior of the sub is more for the action fan - Realistic graphics outside the sub is essential. (Fog) - Save game MUST work - Enemy AI (That takes geography into account. Don't want the targets to just beach (at least in daylight). It would be too easy. - Ability to play both US and Japanese. US subs sink patrol and sink ships. Jap subs do specific missions (spy, transport, scout, etc). The way it happened in history. - Accurate depths - More accurate modelling of port activity. It shouldn't be easy to sneak into Truk lagoon for example (There were specific channels and they were all guarded by escorts) - Historic events (being in the wrong place at the wrong time ) with radio messages to go with that (the game can teach some history, and kind of makes you feel there) - Make the missions and campaings the more random possible. Scenarios tend to be boring. |
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