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Manning multiple stations!
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Which stations will be most commonly used?
Mostly two players to a ship, with one on Sonar
29%
 29%  [ 38 ]
Three on 1 FFG, 1 Helo, and 2 on 2 subs
10%
 10%  [ 13 ]
Depends on how many players the game will support
36%
 36%  [ 47 ]
4 players on a surface ship vs 4 on a sub, max teamwork!
21%
 21%  [ 28 ]
I'm not sure I want to have an interloper aboard my fine ship
3%
 3%  [ 4 ]
Total Votes : 130

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Neal Stevens



Joined: 25 Jan 1997
Posts: 3517
Location: Houston, Texas

PostPosted: Fri Mar 12, 2004 12:56 am    Post subject: Manning multiple stations! Reply with quote

Since this is a new feature in subsims, I am curious as to how you think it will be most commonly used in Dangerous Waters?

Comments welcome, please.
Neal


Last edited by Neal Stevens on Fri Apr 09, 2004 10:13 pm; edited 1 time in total
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sonar732



Joined: 03 Jul 2003
Posts: 1358

PostPosted: Fri Mar 12, 2004 1:06 am    Post subject: Reply with quote

I think that this will depend greatly on the online fleets.
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timmyg00



Joined: 11 Jan 2001
Posts: 1003
Location: The People's Republic of Massachusetts, USA

PostPosted: Fri Mar 12, 2004 2:01 am    Post subject: Reply with quote

Agree with Sonar on this one, but additionally, how many players will be practical in-game, not just how many player that the developer says it will support. I've seen several SC uber-matches in which the game experienced hiccups, lag, and dropped players during 5 and 6-player matches, but the game is supposed to support 8 players for multiplay. Not that I'm really complaining, but putting a game thru its paces is the only way to tell what it will really do, no matter what it says on the box.

Having said that, i'm mostly optimistic about the multi-station feature and can't wait to try it.

TG
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TLAM Strike



Joined: 30 Apr 2002
Posts: 4866
Location: Rochester, New York

PostPosted: Fri Mar 12, 2004 3:53 am    Post subject: Reply with quote

Multi Station is going to be very useful I think when training new players. You can control the whole boat while giving instructions on one particular subject. Also I think having two people maning sonar and classfying contacts can be helpful when there is a lot of people out there making noise. (Jim you classfy all the contacts to port I'll take starboard) Also having someone man FC durring battle can be helpful, LOTS of times I've wasted a few seconds going to FC, then the launchers for pop off a few CMs.
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XabbaRus



Joined: 21 Sep 2001
Posts: 6949

PostPosted: Fri Mar 12, 2004 5:48 pm    Post subject: Reply with quote

Oh I can also see some fights brewing.

I actually think that 2 players per platform is maybe best.

If you have eight players in total that means 4 craft under human control.

Of course it does depend on what people agree on before hand.
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sonar732



Joined: 03 Jul 2003
Posts: 1358

PostPosted: Fri Mar 12, 2004 5:55 pm    Post subject: Reply with quote

TLAM Strike wrote:
Multi Station is going to be very useful I think when training new players. You can control the whole boat while giving instructions on one particular subject. Also I think having two people maning sonar and classfying contacts can be helpful when there is a lot of people out there making noise. (Jim you classfy all the contacts to port I'll take starboard) Also having someone man FC durring battle can be helpful, LOTS of times I've wasted a few seconds going to FC, then the launchers for pop off a few CMs.


I don't know about the two sonar operators classifying in that sense. I forsee one guy on sphere & towed array and the other on narrowband.
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timmyg00



Joined: 11 Jan 2001
Posts: 1003
Location: The People's Republic of Massachusetts, USA

PostPosted: Fri Mar 12, 2004 6:18 pm    Post subject: Reply with quote

sonar732 wrote:
TLAM Strike wrote:
Multi Station is going to be very useful I think when training new players. You can control the whole boat while giving instructions on one particular subject. Also I think having two people maning sonar and classfying contacts can be helpful when there is a lot of people out there making noise. (Jim you classfy all the contacts to port I'll take starboard) Also having someone man FC durring battle can be helpful, LOTS of times I've wasted a few seconds going to FC, then the launchers for pop off a few CMs.


I don't know about the two sonar operators classifying in that sense. I forsee one guy on sphere & towed array and the other on narrowband.
Somehow I don't think they'll break up the stations like that (could be wrong though, will be interesting to see...); i think if you man sonar, you will be THE sonar watch, on all displays. Same for other stations... We'll see! Razz

TG
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sonar732



Joined: 03 Jul 2003
Posts: 1358

PostPosted: Fri Mar 12, 2004 6:28 pm    Post subject: Reply with quote

The online web groups should be working right now on how they will implement the multiple stations into the game and defining the rules that brought this poll to mind. Because the stations list on submarines show...

Sonar - Broadband
Sonar - Narrowband
Sonar - Demon
Sonar - Active
Sonar - Active Intercept
Sonar - SSP


This is a good example of why the number of players should be defined as soon as possible.
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Furia



Joined: 14 Mar 2001
Posts: 558
Location: Spain

PostPosted: Fri Mar 12, 2004 6:45 pm    Post subject: Reply with quote

It is very hard for virtual Fleets to define at this stage of game developement and avalaible infrmation the way they will implement multiplayer on their online activities. Surely multimanning stations would be a very important feature for multiplayer games.
Surface /air vs subsurface would become the King of the multiplayer activities.

We still need much more information about the game "way of doing" to define the way the game would be played by Fleets.
Probably this would not be set until the game can be tested and tried.
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Pigfish



Joined: 11 May 2003
Posts: 2044
Location: Alberta, Canada

PostPosted: Fri Mar 12, 2004 6:58 pm    Post subject: Reply with quote

sonar732 wrote:
The online web groups should be working right now on how they will implement the multiple stations into the game and defining the rules that brought this poll to mind. Because the stations list on submarines show...

Sonar - Broadband
Sonar - Narrowband
Sonar - Demon
Sonar - Active
Sonar - Active Intercept
Sonar - SSP


This is a good example of why the number of players should be defined as soon as possible.


Geez, six seperate stations? Six players?. Imagine the thrill to "man" the SSP station on a Seawolf. How exciting. :nope: I think having control of all of sonar would be more enjoyable...
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sonar732



Joined: 03 Jul 2003
Posts: 1358

PostPosted: Fri Mar 12, 2004 7:37 pm    Post subject: Reply with quote

Furia wrote:
It is very hard for virtual Fleets to define at this stage of game developement and avalaible infrmation the way they will implement multiplayer on their online activities. Surely multimanning stations would be a very important feature for multiplayer games.
Surface /air vs subsurface would become the King of the multiplayer activities.

We still need much more information about the game "way of doing" to define the way the game would be played by Fleets.
Probably this would not be set until the game can be tested and tried.


Understood. I personally don't think that it should be more than 3v3. A person on bb, other sonar, and then the lucky one who takes all the others. Go figure as to why I'm partial to splitting sonar...we had someone dedicated to nb, ta bb, and sphere bb on the boat.
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Zerogreat



Joined: 17 Aug 2003
Posts: 819
Location: Czech Republic, Prague, coordinates are sumthin like 50,10 North 14,25 East, not much accurate

PostPosted: Fri Mar 12, 2004 7:43 pm    Post subject: Reply with quote

Pigfish wrote:

Imagine the thrill to "man" the SSP station on a Seawolf. How exciting. :nope: I think having control of all of sonar would be more enjoyable...


Lol, who takes the shortest straw will man the SSP station. Joking
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TLAM Strike



Joined: 30 Apr 2002
Posts: 4866
Location: Rochester, New York

PostPosted: Fri Mar 12, 2004 8:32 pm    Post subject: Reply with quote

There are worse things than having to man the SSP on the Seawolf Pigfish... Like manning the SSP on the 688(i)! Just one button "Launch XBT" at least on the Seawolf you got a depth scale to fiddle with. Joking

Gentlemen lets not forget just how important the SSP station is. With out it we would never know where a thermocline layer is. Very Happy

That said, I’m not manning it.... :wink:
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sonar732



Joined: 03 Jul 2003
Posts: 1358

PostPosted: Fri Mar 12, 2004 9:16 pm    Post subject: Reply with quote

TLAM Strike wrote:
There are worse things than having to man the SSP on the Seawolf Pigfish... Like manning the SSP on the 688(i)! Just one button "Launch XBT" at least on the Seawolf you got a depth scale to fiddle with. Joking

Gentlemen lets not forget just how important the SSP station is. With out it we would never know where a thermocline layer is. Very Happy

That said, I’m not manning it.... :wink:


Hey TLAM,

How about manning the depth sounding station while leaving and entering port? That was more stressful then the shack! Yep
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skriblz



Joined: 10 Jan 2002
Posts: 286
Location: Philadelphia, PA

PostPosted: Tue Mar 16, 2004 5:19 pm    Post subject: Reply with quote

@ Sonalysts: How will control be managed? Will everyone viewing a station be able to click buttons on it? Will there be one person per platform who controls each other players permision to operate a station?

Having features that regulate permission of control would be important. Imagine you are manning a platform with some player you don't know. Let's say this player just wanted to annoy you for the hell of it (it's not hard to find annoying people on the internet) or maybe he got into an argument with you and the other players in the game and got mad. If he wanted to, he could just go to FC and launch a few snapshots to ruin your stealth. Or maybe he would go to the TMA station and screw around with your firing solutions or, worse, drop a few (or all Surprised ) contacts. Permission management would help prevent something like this. Please Sonalysts don't overlook this. Yep
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