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Post by bshaftoe on Oct 31, 2019 10:51:27 GMT -6
We got new information about the campaign, the most notable thing being that the game will have China as a playable nation:
CHIna being playable was mentioned early in the dev dairy, and it is a sensible choice given the game start in the 1890s, where Qing China and Spain remained potentially relevant players.(kinda wish Netherland would make it too)
Relevant up to the moment when we threw ships at the USN (Santiago Bay, 1898) with projectiles filled with sawdust instead of explosive, because some supplier/provider/contractor had decided to increase their margins or someone screw up with logistics and didn't use the real ammo. I like the fact that in RtW, RtW2 or UA:D (there's room for all), whenever some of the virtual crew dies, at least they had even the semblance of a chance.
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Post by dorn on Nov 17, 2019 1:34:34 GMT -6
I read some discussion and can see some videos of UA:D and certainly UA:D would have much more issue with balancing. It is much easier to abstract system and give result which is more in line with history using statistics and much more difficult to simulate all details and ends with reasonable result as every small difference in every aspect is multiplied in effects by this system. It seems that UA:D would not achieve such effects as RTW because of the system used.
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azoth
New Member
Posts: 9
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Post by azoth on Nov 22, 2019 7:28:42 GMT -6
If no one not against I'll add here another competitor, that would support discussion.
TASK FORCE ADMIRAL VOL.1: AMERICAN CARRIER BATTLES from Drydock.
Although there is almost nothing to discuss, but the game looks interesting.
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Post by sloanjh on Nov 23, 2019 12:43:16 GMT -6
If no one not against I'll add here another competitor, that would support discussion. TASK FORCE ADMIRAL VOL.1: AMERICAN CARRIER BATTLES from Drydock. Although there is almost nothing to discuss, but the game looks interesting. Just watched the Sept 2019 trailer and have a heretical opinion: this looks like micro-management/LoD hell that will bring my computer to a standstill. Something like 70% of their bullet points seemed to be boasting about their great 3D engine, visualization, audio, and their micro-simulation of every detail of physics. I saw almost nothing about actual gameplay except things like micro-managing the spotting arrangement of a strike on the deck and micro-managing the CAP configuration. To be fair, they're calling this a simulator rather than a game, but I'm much more interested in games. As an admiral, I have no interest in managing these details - that's what my staff is for (again, to be fair they say they'll have an air boss AI to do this). One of the things that I most love about RtW*, and which I find unique among the games I've seen (over many decades) is the abstraction layer that is designed into the game that removes direct control of the details from the decisions I make. Sure it's not perfect, but I feel that this is a much greater goal to be striving for in game design rather than the continuous attempt to simulate every tiny detail involved in a battle or a war. (Again to be fair, I remember as a teenager wanting to build my own campaign mode around Richtofen's War that would involve playing every plane on the western front, so I'm certainly not immune to this desire). PS - For the software engineering crowd/geeks out there: one of the things I preach to my team is that the fundamental principle of good object-oriented design is to prefer the weakest coupling you can get away with - this means that in a good design "you" (i.e. the collaborating code) explicitly *don't* want to know the details. One of my team leads rephrased this as "engineering in ignorance". While typing the above, it occurred to me that Fredrik has applied a very similar principle to game design: engineering away details of knowledge and control at the micro level. I think this is part of the reason I find this method of game design so powerful.
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Warspite
Full Member
Sky of blue/And sea of green
Posts: 230
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Post by Warspite on Dec 3, 2019 12:36:46 GMT -6
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