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Destraex

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Aug 18, 2011
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I have been reading an old harpoon2 manual that covers a fair amount of detail. However upon reading it I understand that
naval war arctic circle does not claim to be a simulator, but cannot see what it is missing compared to harpoon which I would consider a simulator.

Can somebody please enlighten me to what that detail would be exactly:
Features missing (like complex sonar modelling, refueling)?
Features gained (like 3D)?

I would just like to know if their is anything I'm going to be really dissappointed is missing.
 
We don't have any complex menus and dialog boxes, so any functionality that would require such a beast is left out.

For example, when ESM detects something you don't get up the signatures of the possible emitters and their platforms. You either get a positive ID or you don't. You're the admiral; you have competent people handling those details :)

Also, you cannot schedule recurring attacks or patrols. When you want to launch aircraft, you do so. Also, when you attack, you have three attack strength settings; you don't detail exactly how many missiles or torpedoes from which unit at which range. You can still micro, but you do that by issuing separate attack orders.

The goal was to have a more or less standard RTS interface to the game, not the hybrid real-time-turn-based system used in Harpoon.
 
We don't have any complex menus and dialog boxes, so any functionality that would require such a beast is left out.

For example, when ESM detects something you don't get up the signatures of the possible emitters and their platforms. You either get a positive ID or you don't. You're the admiral; you have competent people handling those details :)

Also, you cannot schedule recurring attacks or patrols. When you want to launch aircraft, you do so. Also, when you attack, you have three attack strength settings; you don't detail exactly how many missiles or torpedoes from which unit at which range. You can still micro, but you do that by issuing separate attack orders.

The goal was to have a more or less standard RTS interface to the game, not the hybrid real-time-turn-based system used in Harpoon.

I can understand the removal of the recuring attacks from the game. I would like to know why you can't set up a Patrol movement... This is a very standard ability (to simply loop the end and start waypoint together) in RTS titles from Age of Empires, to C&C, to Rise of Nations and many many more.
 
lol, will there be an ability to assign family and friends as ship commanders ? Oh no, they sunk my carrier, see ya later mom :)
 
Actually, we're much more realistic. Every time you lose a game, it sends a signal to us, and we send some guys over to your house to drag you out and dump you into the ocean.

Thanks for your reply. I was not expected such one but I can bear with it. My point was not to diminish this game, because I think it is fantastic that a new naval warfare simulation is coming soon (and I am waiting for it with great expectation), but I wanted to express my frustration when I read that you were not including NTDS symbology to it as (for the harcore players like me) it is the backbone of any naval simulation. NTDS gives a great feeling of operationnal/real life war activities in the same matter as you would find within any centre of operations of any modern western warships.
I just hope that you will have a thinking later to implement this feature, and then I am sure that more people are going to buy your product, not to mention that it will add much fun to the game.

Regards