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RE: Harpoon Series FAQ
Posted: Tue Jul 25, 2006 4:50 pm
by Erik Rutins
Alex,
Sorry I missed this earlier. The Professional version is available directly through AGSI. If you need their contact info, please e-mail me at
erikr@matrixgames.com. Thanks for your interest.
Regards,
- Erik
RE: Harpoon Series FAQ
Posted: Sun Oct 29, 2006 10:02 pm
by captainfred
Two questions if I may:
1. Will later versions or perhaps later patches have some kind of background music to kill off the deadly silence whilst we're in the mids of battle. It would surely calm the nerves [:)]; and
2. Will the crew member be given the ability of providing a bearing when announcing incoming contacts and threats (ie missiles, torps etc).
[Deleted]
Posted: Mon Oct 30, 2006 12:51 am
by Anonymous
[Deleted by Admins]
RE: Harpoon Series FAQ
Posted: Thu Nov 02, 2006 8:44 pm
by mikmykWS
Fred try killing harpoon sounds in your configuration and playing your music in the background (with whatever you use).
RE: Harpoon Series FAQ
Posted: Thu Nov 09, 2006 3:26 am
by augustus
This was mentioned quite briefly in the main FAQ post, but I would like more info on the difference between Harpoon 3 ANW and Harpoon Classic (with commander's edition coming out soon):
Specifically, you described HC as being more on the strategic level, and H3 being more of a tactical game. Can you explain more about how each game models battles/scenarios differently, such that one is more strategic and the other tactical? Even though it said that both can model large battles, there must be some difference in how units are controlled or something.
RE: Harpoon Series FAQ
Posted: Thu Nov 09, 2006 8:04 am
by hermanhum
I play both versions of the game and, personally, cannot see the difference in scenario design.
Both games are able to model battles that span both sides of the Atlantic. You can make big and small scenarios with either game. Harpoon 3 allows you to make scenarios covering any part of the world while Harpoon Classic covers about 80% of the globe. The areas not covered in HC are S. America and much Africa.
RE: Harpoon Series FAQ
Posted: Fri Nov 10, 2006 12:27 am
by mikmykWS
Plenty of differences in the games but the biggest is probably detail.
AGSI does a pretty good job differentiating the two on its pages:
http://www.advancedgaming.biz
RE: Harpoon Series FAQ
Posted: Sun Jan 14, 2007 5:23 pm
by TerryV06
Is Harpoon 3 ever going to drop slightly in price or go on sale? I had all of the previous Harpoons and have hesitated to buy this at $49.
Terry
RE: Harpoon Series FAQ
Posted: Mon Oct 08, 2007 5:06 pm
by FransKoenz
I have a question [in fact a request[:)]]
Is it possible to create readiness times for ships and submarines? [just like the aircraft]
Cheers,
Frans.
RE: Harpoon Series FAQ
Posted: Tue Oct 09, 2007 4:56 pm
by BurntFingers
Er... why would any surface or sub unit NOT be ready? [&:]
Serving on a warship is not a nine-to-five job... come to that, any sort of military service.
RE: Harpoon Series FAQ
Posted: Tue Oct 09, 2007 5:04 pm
by FreekS
Well, I've had warships in harbour, ordered the player to leave them in harbour and created an on-station viccond to verify the player did that (2nd Lebanese war/Unifil.scn). Having a readiness-time for ships could have made that easier!
Freek
RE: Harpoon Series FAQ
Posted: Tue Oct 09, 2007 5:15 pm
by BurntFingers
<scratches head>
But if a sub/ship isn't ready, you can't order it/change loadouts/do anything with it.
Plus... I didin't think there were harbour facilities in ANW? [&:] I remember them in Classic but not anything later.
RE: Harpoon Series FAQ
Posted: Tue Oct 09, 2007 10:29 pm
by FransKoenz
ORIGINAL: BurntFingers
Er... why would any surface or sub unit NOT be ready? [&:]
For several possible reasons........
Loading goods, ammo, fuel [not every country do operate replenishment vessels],
To repair damage,
Normal maintenance periods,
The scenario designer likes it
Being attacked by the enemy between Friday 17:00 and Monday 09:00 IS NOT DONE!!![:D][:D]
RE: Harpoon Series FAQ
Posted: Wed Oct 10, 2007 6:42 am
by Bungle
ORIGINAL: BurntFingers
Er... why would any surface or sub unit NOT be ready? [&:]
Is this based on research, experience or opinion? [&:]
Serving on a warship is not a nine-to-five job... come to that, any sort of military service.
Are you suggesting that all military personel are at 52/7/24/60 readiness? Equipment included............
I think you may find that men and equipment are very rarely at 'five minutes' or 'full readiness' or any other term you may wish to use. Ships dont sail around with all crew at stations 24/7 and they are not left with the engines running (other than for gen. purposes) and one up the spout when at dock. Im pretty sure that shore leave is still recomended for crew morale as well, including hostilities! [;)]
In fact I think it is a damn good question, readiness in whilst in harbour, good one! Opens up some interesting scenario questions, damn interesting!
Yeah chuck us the keys Im just taking Broadswork for a quick oncer round lands end, ok rear guv? Wodya mean Im gunna need some crew and warm 'er up a bit? [:D]
RE: Harpoon Series FAQ
Posted: Wed Oct 10, 2007 10:19 am
by BurntFingers
ORIGINAL: Taitennek
The scenario designer likes it
Then the Scenario Editor could just use the database editor to create a non-ready unit. No difference between doing that and tinkering with the game engine. Of course, the unit would not switch from being a dead weight to being a live unit...
Yeah, it would mean distributing a custom database with the scenario - so what?
Multiplayer forces a new database download anyway, to make sure players are playing from the same one.
IF it was a case of deciding which mission a ship would prosecute - that's a different issue. But it's not like ships carry different loadouts like planes do.
All that's going to happen is that scenario writers will be delighted at the opportunities to screw up players fun.
Players will hate it.
ORIGINAL: Bungle
Is this based on research, experience or opinion?
It's based on the fact that when a player clicks on a unit, they expect that unit to respond. Not a "sorry, we're too busy polishing the brass" message.
I'm sure you get my point. Yes, I get your point that ships are not at Action Stations 24/7, but the point is the watches are continuous. It's not like everyone goes to sleep by midnight or there's no one at the wheel from 0200-0600.
Don't get me wrong here - there could be a very good idea at the bottom of this.
I just don't see it myself. Then again I haven't played with the scenario editor for very long.
RE: Harpoon Series FAQ
Posted: Thu Oct 11, 2007 7:06 pm
by FransKoenz
It's based on the fact that when a player clicks on a unit, they expect that unit to respond. Not a "sorry, we're too busy polishing the brass" message.
.
That would be annoying too.....[;)], I mean the message....
Ships sometimes must stay in harbor because of all kind of [periodly] duties. Some of them were discribed in earlier topic.
Harpoon is a game about reality, designers [ I am one of them] are looking for the most realistic circumstances in their scenario.
When Aircraft logistics are possible, why not the same for ships/submarines? [imo, technically it is not a problem, or?]
But, talking about messaging, there are many possibillities/reasons available:
1 of them could be:
Unit is docked, est. time readiness time is 14:00 hrs. [example].
Implement 2-3 standard messages for such situations, the player would understand.
Playing HC, messages are rather realistic.... "malfunction of Mk141 VLS" or the vessel that runs on the ground.... etc. nice and sometimes frustrating messages. But that's all in the game.
My request does imo improve the game. I hope that AGSI can do something with it.[;)]
Cheers,
Frans
[Deleted]
Posted: Sun Oct 14, 2007 6:23 pm
by Anonymous
[Deleted by Admins]
RE: Harpoon Series FAQ
Posted: Mon Oct 15, 2007 8:26 pm
by analog
Regarding ship ready times. (wonder what this has to do with the original post[8|])
A possible work around would be to place a ship in the scene with empty magazines or very little fuel so that it cannot go very far, and force a replenishment ship to rendevous with it. The time delay for the unit can be set by the distance between the ship and replenishment unit.