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During early development we went through several concepts including the traditional DW-like stations approach and we rejected these as providing to sterile an experience, and elected to start with what amounts to a 'clean sheet' design. If you want a very technically accurate but sterile simulation where time-bearing waterfall displays are modelled exactly true to life, then DW already does that. But you have to contend with canned scenarios where winning strategies can be learned. Whereas our game is about commanding a submarine in a real war, where tactical and strategic choices carry consequences in the bigger picture and you can never be sure what awaits you when you encounter the enemy. It's really two entirely different experiences. |
grindler napisał/a: |
Zastanawiam się, dlaczego KillerFish na wstępie nie sięga po te rozwiązania. |
PL_CMDR Blue R napisał/a: |
Znaczy.... dlatego, że planszówki z natury są podatne na "modowanie" i są w większości "multiplayer", to , jakbyś był miły wyjaśnić jeszcze raz, dlaczego niby nie sięgają po Multiplayer? (modowanie pominę)
Bo w zasadzie baza z której wychodzą to idealnie nadaje się pod multiplayer, czego dowodzą gry planszowe. |
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battles in Atlantic Fleet are played by turns. You get two turns per ship, the first of which you can use to change heading, select speed, and lay down smoke. The second turn can be used to dive/surface if you are a sub, dive bomb if you are a plane, fire torpedoes in single shots or salvos, guns, or depth charges. After you make your two moves it is the AI enemy's turn. |
Julhelm napisał/a: |
No, it doesn't play like Pacific Fleet at all. It plays much like a 3D version of Red Storm Rising, that is, it's realtime and focuses heavily on tactics and paying attention to details. Realistic sonar model means our acoustics model simulates such features as surface duct, convergence, thermoclines, sea state and shadow zones, to name a few. ........... Yes, we have different climate zones in the game. ............ "We can only play as NATO?" Initially, yes. If the game does well we'll most probably do a Soviet campaign. ............. There will be single missions and hopefully some kind of custom mission editing function. However unlike DW, our missions don't use any scripting at all. |
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In addition to the tactical map which is as accurate a depiction of the MK113/MK117 PPI display as I could research, there are displays for SVP, damage control and weapons management, but there are no 'stations' as such and no clickable station panels as the game is primarily keyboard-driven. Instead there's a secondary display overlaid at all times which is contextual and provides information about sonar contacts, weapon guidance and weapon presets. |
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In addition to the tactical map which is as accurate a depiction of the MK113/MK117 ... |
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Jak widać "realistyczny model sonaru" jest dość różnie rozumiany przez graczy i developerów |
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Firecontrol is consolidated much like it was in Red Storm Rising. Basically there is a TMA process running on any contact, and the targets will show up on the tactical display where your crew thinks they are. Only when solution confidence grows over 85% are the contacts continuously plotted and visible in external views. The speed of the TMA process depends on signal strength, bearing rate, if the target is classified, and whether or not the target is maneuvering. You may select any contact as a target of interest, and it will be prioritized by the TMA process. This simulates the timesharing of trackers aboard real subs.. |
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South China Sea Campaign An all new campaign takes you to the warm waters of the Pacific where you'll take on the People's Liberation Army Navy of China in an attempt to maintain naval control and bring stability to the region. New Player Submarines By popular demand, the formidable Seawolf class is now playable along with the Los Angeles Flight 2 and Flight 3. Crew Voices Adding to the tension, immersion and putting you firmly in command, your crew now call out warnings, updates and verify orders you've given. Point and Click Controls We got a lot of feedback about the controls and listened to what players wanted, namely a full point and click interface with tool tips to command your submarine. So we added it (and made it fully modifiable to build the user interface you want). Neutral Shipping Not every contact is a target anymore! Fishing trawlers, container ships, tankers and whales roam the ocean making it crucial to correctly identify your targets before firing on them. Improved Terrain, Cities and Air Bases The terrain system has been completely overhauled to improve performance and visual quality. In addition, urban areas, cities, all new port facilities and air bases have been added, many of which may well be targets for your land strike missions. Ship Recognition Manual Can't remember the difference between a Kanin and a Kashin, or a Luda and a Luhu? You won't have to with the in-combat ship recognition manual, a comprehensive encyclopedia of the various ships and submarines outlining their capabilities, sensors and weapon systems. New Vessels, Aircraft and Weapons Over 35 new vessels, mostly comprising the People's Liberation Army Navy as well neutral shipping, have been added in conjunction with new weapon systems and aircraft to support them. Vertical Launching Systems Available on the Los Angeles Flight 2 and 3, these batteries of missiles let you stock up on additional anti-ship or anti-land missiles which can be fired in rapid volleys. Oil Rigs Similar to neutral shipping, oil rigs are also dotted about the oilfields of the North Sea and South China Sea. |