Sea Power

Sea Power

Imortalin Dec 27, 2024 @ 7:19am
Is this similar to Command Modern Operations
I do have that game but barely scratched the surface due to the overwhelming complexity but really wanna try this as it looks very good. I also wanna get into Cold Waters too. How is game and how hard is it to learn? Thanks all...
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Showing 16-21 of 21 comments
Thewood Jan 2 @ 8:00am 
The paid DLC is an obvious one. But the initial labor to get to that point, plus the five years spent in development, creates a big cash hole to dig out of. Hopefully the EA release gives them a longer time cushion.
Thewood Jan 3 @ 3:41am 
"CMO is going to remain the exact same"

CMO was released as a finished product almost 12 years ago. Not EA or undeveloped. It started as a personal project by a few disaffected Harpoon players. It was developed with their own labor and money and was a free public game for a couple years known as Red Pill.

When it was picked up by Matrix, it was released fully functional and a good game by itself as CMNAO. It has been developed and added very significant new features, along with being completely rearchitected on the fly basically with only one paid upgrade over the 12 years. Just some highlights:

- Ops Manager
- Lua scripting
- Detailed flight path management
- 64-bit architecture
- TacView compatibility
- Detailed and all-encompassing logistics and cargo
- Physics based missile profiles
- Completely upgraded sonar model
- Continuous unit database updates for all 12 years. Thousands of units have been added.

The transition from CMNAO to CMO happened about five years ago and cost $40 for CMNAO players. All DLC and community scenarios made the transition for free. I don't mean to be a walking ad for CMO. It still has its own in-built issues at times. But if people are going to disparage a game, at least understand the background a little. I really hope Sea Power can get to the place CMO/CMNAO was at release. But Sea Power is right now still at the Red Pill stage.
BBsquid Jan 3 @ 8:56am 
Originally posted by Ole "Slim Jolo" the Hobo Hero:
Originally posted by Majickthyse:
I've spent a few hours in CMO, about 40 of them on Steam. To get anywhere near the visuals in Sea Power you would have to spend £50 on CMO and Tacview, and even then it would be pretty unpleasant to look at in the Tacview display.

However, CMO is a far more serious sim, which models ready states and has detailed and complex mission planning tools. It also has masses of DLC content.

I prefer Sea Power, or at least I would if it had a save feature. Better still, get both and you can have it ALL! :)

To me too, CMO while a 'sim', even without tacview still has lots of the micro-management stuff Sea Power has with none of the graphical fidelity - which is fine, it's putting it's cpu efforts into stuff like simulation, but even with tac view everything is just a low-poly representation of itself because tac view was itself an after thought just to give players some sense of 'space' our radar blips are taking up in a real 3D space

To boot, CMO is a finished product, where as Sea Power has the room for improvement and expansion as it's still in its infancy. I'd argue where the 'sim' falls short in Sea Power right now isn't really guaranteed to remain that way as the sim actually gets more and more fleshed out with development.

CMO is going to remain the exact same, while Sea Power can keep growing and growing and we have no conception of what 1.0 of a finished Sea Power might look vs. CMO - but I do know as a CMO fan that there are plenty of scenarios and stuff in CMO that still turn into a mircomanagement click-fest because of the scale of those operations, and creating your own scenarios too doesn't exactly have what one might call 'fidelity' haha

Further its a small feature, but it's nice that ON SCREEN in Sea Power, all your weapons on-board a flight etc literally have their purpose / secondary purpose such as ASW / ASuW and so on listed right there in a way that I think CMO lacks and kind of scares new players away from what is otherwise a really enjoyable modern naval sim.

I really do bet Sea Power is going to keep growing and improving and reaching parity similar to CMO as it approaches 1.0, but right now I'd argue simulation is kind of 'simplified' like damage models on ships and stuff for the sake of content creation itself as its added to game - but is in no way actually reflective of what the finished product might look like

If you are adverse to micro management, military sims might not be your speed.
This will -hopefully- never devolve to the Warcraft/StarCraft/C&C level of drag selecting units and clicking on the map, watching your little pixel troops have it out with the bad pixels.

Military sims take a little thought and planning to play, and more importantly...time. Time spent micromanging units, checking loadouts and ready times, planning coordinated attack and defense. It's the nature of the beast.

Right now, the less than two month old game is bare bones, with AI scripts not fully developed, so there is going to be more clicky micro management. If you wait a bit, I'm sure you'll see that change.
BBsquid Jan 3 @ 9:02am 
Originally posted by Thewood:
"CMO is going to remain the exact same"

CMO was released as a finished product almost 12 years ago. Not EA or undeveloped. It started as a personal project by a few disaffected Harpoon players. It was developed with their own labor and money and was a free public game for a couple years known as Red Pill.

When it was picked up by Matrix, it was released fully functional and a good game by itself as CMNAO. It has been developed and added very significant new features, along with being completely rearchitected on the fly basically with only one paid upgrade over the 12 years. Just some highlights:

- Ops Manager
- Lua scripting
- Detailed flight path management
- 64-bit architecture
- TacView compatibility
- Detailed and all-encompassing logistics and cargo
- Physics based missile profiles
- Completely upgraded sonar model
- Continuous unit database updates for all 12 years. Thousands of units have been added.

The transition from CMNAO to CMO happened about five years ago and cost $40 for CMNAO players. All DLC and community scenarios made the transition for free. I don't mean to be a walking ad for CMO. It still has its own in-built issues at times. But if people are going to disparage a game, at least understand the background a little. I really hope Sea Power can get to the place CMO/CMNAO was at release. But Sea Power is right now still at the Red Pill stage.

CMANO and CMO are great sims. I don't think SP will ever reach that level, and that's not a knock on the game or the Dev team. Looking at the way they've built their mechanics this far, I think SP is going to end up more in the realm of Fleet Command (gag) than CMO.
I think it will end up essentially a fun and engaging naval game with good ship and aircraft porn, but tailored to casuals that don't want to go deep in the weeds.
Originally posted by BBsquid:
If you are adverse to micro management, military sims might not be your speed.
This will -hopefully- never devolve to the Warcraft/StarCraft/C&C level of drag selecting units and clicking on the map, watching your little pixel troops have it out with the bad pixels.

Oh not at all, I was just giving my anecdotal impression for the guy who asked the question. I like both Sea Power and CMO, I can just see how CMO might not be a game for someone hoping for an immersive 3D experience vs how scenarios are presented in game *sans* TACVIEW. I still think CMO is a great game and play it still haha. I mean I've play AGEOD games, after all, something being tedious to learn or manage has hardly ever stopped me :p
Thewood Jan 3 @ 12:53pm 
"tedious to learn" might be an apt description of CMO. But if you think micromanagement is what its about, you are playing it wrong or playing the wrongs scenarios.
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Date Posted: Dec 27, 2024 @ 7:19am
Posts: 21