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Old 08-03-17, 07:07 AM   #48
The Bandit
Sonar Guy
 
Join Date: Sep 2002
Location: Canada
Posts: 395
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Quote:
Originally Posted by Julhelm View Post
The towed array already stops working if you're less than 200ft off the bottom, the assumption being it is being dragged. Now you can abstract that as it being retrieved if you want to, since it does not actually render (still haven't figured out a way to do so that doesn't have huge issues). Disallowing the array because shallow waters, I don't particularily feel like penalizing the player just because combat takes place in the shallows.

People are already having trouble understanding why running into enemy groups at flank speed starts them off in a disadvantageous position in combat.
Yeah I completely get where you're coming from, and understand why you wouldn't want something like that wasn't really what I had in mind to completely disallow it, just give the player some control over its state heading into combat, much like you can pick your engagement range or go over your torpedo load-out / tube configuration.

I hate to always keep looking back to it (since it is a different game) but, I was just figuring that the TA would be done somewhere along the same lines as Sub Command / DW where you could stream it or reel it in as needed.

I may be in the minority here as well but, while I'd like to see the TA, not being able to really doesn't bother me too much because I think even if we could visualize it, it may not be easy for it to look "natural" (as in all kinds of abrupt angles vs. something that is floating with slack in it)
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