RichardAckermann
Posts: 271
Joined: 12/4/2015 Status: offline
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ORIGINAL: adarbrauner (are you the renown Ackermann of the fabled PG3 Ackermann mod?), what kind of game are you creating? how shall it look like, please? No, I am not related to any known Ackermann. Plus I am sharing this account and email with Richard, who is in charge of data gathering, so I can quickly check for the results of his quest. The game is intended to work much like AE, but with a few changes, like having a global map for stock scenario. AE scenarios can be imported, but are changed a bit on it due to some new rules. Like torpedoes use single devices per ammo, so 18(18) is 18 of 18 torpedoes left. My subs will be able to fire the # the skipper chooses - multi ship targeting and wolfpacks included. Tons of other things was tweaked. E.G. I have weather with wind speeds, real bad weather zones that grow, age, decay and move, as it is better for a forecast. And of course ingame creation of airgroups, LCUs, and ships to construct.(Optional) Sonar (active/passive), Snorkel and fire control devices. To mention a few. It is a "just for fun sparetime" project at this time. Rouge187: Fun that you mention that. At the beginning, I had combat like this. I own all 4 games of the series, with the first 2 being still my favorites. I also had "Steel panthers" ground combat, both hexbased and C&C style realtime. Those experimental combat concepts where dropped early, though, because they are not PBEM friendly. Realtime is not an option in PBEM, and having 30+ ground combat turns per LCU combat isn't either. Thanks for the insights Barb. Sure helps me to figure out a decent way to add some effects to ship fatigue.
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