TheWombat_matrixforum
Posts: 469
Joined: 8/2/2003 Status: offline
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I've done a couple tutorials and this game definitely does a great job with the level of control. You get what seems to be a phenomenal sensor modeling system, and the ability to give high-level commands (missions) to subordinate units and actually have them do their job well. What I haven't figured out yet is how to combine selective manual control with that system--trying to give a sub a plotted course, for instance, while it was on a mission resulted in a sub that ignored my commands and just did what it was doing before I hit F3 etc. But I'm sure I'll figure it out eventually. I played around with the check box for ignoring plotted courses while attacking, but that didn't help. In the end, I won anyhow, but what I was trying to do was, in the middle of the ASuW mission, have the sub steer a certain route that I figured would be better than its current one. It apparently had other ideas. And I haven't figured out the rather opaque instructions in the manual on creating custom overlays; I'd love to see a real step by step walkthrough on that! But, even though this game ain't cheap, so far it seems pretty much as advertised. I'm hoping the user base creates more "traditional" NATO/WP scenarios, too, in the near future. The included scenarios are very nifty looking, but there's a lot more historical and near-future stuff than "classic," say, GIUK gap stuff right now. That's a personal preference, though; I also look forward to trying out some of the really interesting ones using navies you don't usually work with.
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