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Critical to a successful game: EASY in-game mission creation allowing players to simply choose a unit type for an appropriate mission, select time-on-target, select the area, and then the computer calculates how many aircraft are required for that mission. Aircraft numbers can be reduced by adding refueling craft, ships, or forward operating bases. You must be able to pull aircraft off mission and individually control them, but reassigning them to a mission should also be simple as possible (e.g. right-click unit for appropriate missions available to it). Aircraft reserved for missions will be greyed out in mission editors. Mission areas should not only be just a few waypoints on the map however, but a dynamic area capable of shifting position based on a particular unit (say a carrier), and perhaps even make it shift around that unit in response to threat detections. Micro-managing mission details sucks valuable time from what everyone wants to be doing... fighting battles.
Can this be done with beautiful graphics? I don't even care if they are just movie clips triggered by a game event, as long as there are a ton of them. In other words, I don't really need to see a "real-time" graphic of my ship sailing or my plane flying. That is just too ambitious IMO, don't bother. Instead, maybe a fantasic looking 3d map with your standard military map icons showing your units. Make sure you have the option to turn the 3d feature off ... that type of thing tends to be personal preference. Please make the audio incredible. Pick things you can design well, and fricking OWN them in the game. Don't half-do anything.
Wrap it all up in a great story-line, and then allow the community to create their own stuff.
That is what I would want in a new naval warfare game.
Regards:
CaptainTorry
leads to multiple space strategies using missile ships, Carriers, heavily armored dreadnoughts,
Boarding ships, minelayers, drone launchers, stealth, and anti-planet ships, in addition to the logistical ships carrying troops and supplies to fuel your conquest or extermination of your enemies. If a Navy wargame could bring all of this to the table in a balanced, believable fashion
not only would it be amazing, but the variety prevents the whole "One Strategy is the Best" scenario that can happen in wargames of this nature
Sounds a bit like a certain *other* naval warfare game named after a particular missile (or whale hunting device) that I have lost my copy of...
I fully agree that micro-managing things like sensors and mission profiles is annoying; it just gets way too busy; lack of ability to display endurance, weapon, radar and sonar ranages (on/off) for multiple targets makes things tricky too.