So far impressions
Posted: Wed Jun 20, 2007 12:28 am
So far I am enjoying the game but I do wonder about the way that a few things have been done.
Firstly the air attack animation. Why was the decision made to put the result of each attack (in the air sqd window in the bottom right of the screen) before the animated planes actually do their bombing runs? By this I mean you can see a darkened bomb, torpedo or destroyed aircraft, before they make their actual run. This takes away all the tension of the attack! Surely a space bar input to jump to the end of each attack would not have been hard to implement (for those who would rather skip)?
In my opinion I think this area is the most disappointing. I had visions of the planes coming in and battling their way to their target. While it would definately have been more work - here is where you get to see the fruits of your labours. Some may skip it, but there was an opportunity to make this game great and truely tense (after the tension of the hunt - which is done very well by the way).
I think a few refinements could have gone a very long way. Pull the scale back a bit so that you can see more of the approach. Incorporate defensive fighters into the mix - they don't have to be actual representations (although that would be great - just alot of work). Flak that actually comes from the ships - tracer or at least gun flashes. It's eye candy and you have no control over it, but it IS emersive.
With a greater scale you could also implement the emulation of multiple attacks coming in at the same time, or even add the weather into the combat window: the Saratoga is under cloud but some of her escorts are visible - therefore they get bombed.
Others have listed other emersive additions such as the defender knowing the hit is 'critical' or 'fuel explosion' etc while the attacker sees "secondary explosion" etc.
A few other questions:
What is the point of attacking airbases? You very rarely damage the base, when you do I have not seen any impact from the damage - either to the bases ability to mount operations or to planes on the ground. It gives away your carriers position and seems to do very little to nothing??
In the same vein you can't order surface units to bombard (unless this is a pre-planned 'job' for surface units). I take it this is just a design decision, but it would add to the flexibility of the game and also add some usefulness to surface groups other than being targets for incoming air raids. By the way, when you do have a bombard mission, does it actually do anything other than fulfill a minor mission?
This is a really great concept, and not far off (obviously opinion). Like a women with the thought of a romantic meal with candles etc that's disappointed when you text her "at pub, home late, don't need dinner", I had something a little different in my head.
Firstly the air attack animation. Why was the decision made to put the result of each attack (in the air sqd window in the bottom right of the screen) before the animated planes actually do their bombing runs? By this I mean you can see a darkened bomb, torpedo or destroyed aircraft, before they make their actual run. This takes away all the tension of the attack! Surely a space bar input to jump to the end of each attack would not have been hard to implement (for those who would rather skip)?
In my opinion I think this area is the most disappointing. I had visions of the planes coming in and battling their way to their target. While it would definately have been more work - here is where you get to see the fruits of your labours. Some may skip it, but there was an opportunity to make this game great and truely tense (after the tension of the hunt - which is done very well by the way).
I think a few refinements could have gone a very long way. Pull the scale back a bit so that you can see more of the approach. Incorporate defensive fighters into the mix - they don't have to be actual representations (although that would be great - just alot of work). Flak that actually comes from the ships - tracer or at least gun flashes. It's eye candy and you have no control over it, but it IS emersive.
With a greater scale you could also implement the emulation of multiple attacks coming in at the same time, or even add the weather into the combat window: the Saratoga is under cloud but some of her escorts are visible - therefore they get bombed.
Others have listed other emersive additions such as the defender knowing the hit is 'critical' or 'fuel explosion' etc while the attacker sees "secondary explosion" etc.
A few other questions:
What is the point of attacking airbases? You very rarely damage the base, when you do I have not seen any impact from the damage - either to the bases ability to mount operations or to planes on the ground. It gives away your carriers position and seems to do very little to nothing??
In the same vein you can't order surface units to bombard (unless this is a pre-planned 'job' for surface units). I take it this is just a design decision, but it would add to the flexibility of the game and also add some usefulness to surface groups other than being targets for incoming air raids. By the way, when you do have a bombard mission, does it actually do anything other than fulfill a minor mission?
This is a really great concept, and not far off (obviously opinion). Like a women with the thought of a romantic meal with candles etc that's disappointed when you text her "at pub, home late, don't need dinner", I had something a little different in my head.