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Thread: Naval War Arctic Circle: Deploying Towed Arrays slows down the ship

  1. #1
    Join Date
    Feb 2012
    Posts
    49

    Naval War Arctic Circle: Deploying Towed Arrays slows down the ship

    I found that whenever you deploy the Towed Array then then the ship will slow down and it doesn't matter what is the speed set to the arrays data files. This is working as the intended. Though, you will be able to provide the ship an order for increasing the speed over again and that will not give any noticeable effect to the array. This will remain deployed and it is working devoid of increased speed. My suggestion to you is to not allowing the units to go beyond the speed while the array is out otherwise the autos retracting the array, in the case that the speed is higher as compared to when allow is ordered. The hardcore alternative is to have the array get damaged through exceeding the speed, but that may be too cruel.

  2. #2
    Join Date
    Jul 2011
    Posts
    1,503

    Re: Naval War Arctic Circle: Deploying Towed Arrays slows down the ship

    I am totally agreed with you. If we see in real like then the towed array might possibly snap and that will be destroyed if you go to the high speed. What I am doing is, making the sonar array not function in any way above 10Kph (Slow) speed. The sonar will not be shattered, and will function again while you decrease the speed. You can have it auto-undeploy while you raise speed and this is going to be the better option for you. This needed informing the player regarding this fact and clarifies how it functions and this is going to be one more factor which can confuse new players and raise the learning curve for the game. If it is done in this way then it is going to give use better result with the game.

  3. #3
    Join Date
    Jun 2011
    Posts
    308

    Re: Naval War Arctic Circle: Deploying Towed Arrays slows down the ship

    We will have the option to directly start the single player campaign (NATO or Russia, free choice from the beginning), go to multiplayer, or whether to take the tutorial. We chose this third option, just to start getting comfortable with the controls. The game screen is presented to us in a orrorificamente (for Word is a word, but there it is) similar to Global Domination, rts monoschermata infamous PSX era: in practice we are faced with a tactical map in two stylized colors - dark blue and blue-green water - which are present on the mini-icons representing our units. The colors of course contribute to fuel both your short-sightedness that presbyopia, with lowliness and self-dissimulanti color: to be fair, remember that at least the goals are cured in red, and is already a step ahead. The bottom of the screen contains spaces for the various indicators and icons, and a box displaying 3D models of selected units, intent on Travelling to the deep mar: this box is interchangeable with the view of the map, bringing to the screen full images of your troops. Not that it's a great thing, given the level of more than low-dimensional models, but at least it's better than setting a map almost monochromatic. Returning to the gameplay, we see with pleasure (?) That the tutorials, as well as being deadly boring, badly also explains the basic mechanics. And we continue with the goodies: the first missions of the NATO campaign (the first to be addressed in theory, too bad it does not, please describe any) is the tutorial. That is, in practice the tutorial there twice.

  4. #4
    Join Date
    May 2011
    Posts
    148

    Re: Naval War Arctic Circle: Deploying Towed Arrays slows down the ship

    Control is done with the typical mix of mouse and keyboard, you move the map, it sticks, and fans will patrol things when applying a feasible strategy in real time. The true originality of the game - and here we stop for a moment the angry sarcasm - lies in the richness of variables and parameters to consider for the proper management of our fleet. The parameters are closely linked both to the medium currently selected - and then talk about fuel, flight altitude, hull strength, speed, etc. This is related to the environment, so be prepared to take into account the strength of the wind, the chances of rain and so on. The gameplay is generally calibrated mechanical properties similar to this, driven, ie, to the sober, almost stealth approach instead of the typical is an interesting idea, far from the mass of games gender and that could be a source of great appeal for fans.

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