Naval Sim mod - can has want? - Page 2

Naval Sim mod - can has want?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Naval Sim mod - can has want?

Post by Argh »

Bah, NO ESCORT MISSIONS! Those fail.
Yeah, they do, but they're pretty much what REFORGER exercises were about- escorting heavy infantry / armor units from the USA to Europe, in case of a land war with the Soviets, for example.

In the real world, escort missions are one of the primary jobs of fleets, during a major conflict between technologically-sophisticated powers.

Personally, I think it'd be fairly exciting, if you could steer them around like the rest of the fleet (within a time limit, just like IRL). Cat and mouse on an epic scale...
Your description doesn't sound like an issue to me, with low unit counts you can feasibly implement your own sensor system (and with Spring SVN you can make the units actually visible instead of just lua-drawn icons).
Yeah, I forgot about that whole DrawUnit thing, which I still need to get around to playing with.

The sensor system would be a real pain, imo- dealing with multiple sensor types (Towed-array passive sonar? What depth is that water? And how do you attempt to simulate things like SONUS?) and their effectiveness against countermeasures (burn-through rates, by distance, for example) would get really, really ugly.

Probably the single-hardest element of programming the whole show, I suspect. But yeah, I agree, this is a totally feasible project, it just comes down to desire. Lua's not much fun, but meh, it is powerful enough.
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Peet
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Joined: 27 Feb 2006, 22:04

Re: Naval Sim mod - can has want?

Post by Peet »

On a moderately related note, a bitfield of sensors and jamming (much like the current weapon/shield system) would be a lovely thing to have implemented.
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