Thread: Let's talk RSR
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Old 07-26-12, 11:44 AM   #6
kgsuarez
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Join Date: Oct 2004
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I agree. SC/DW with RSR's campaign would be awesome. The campaign mode is really what made this game so great in the long run.

One of the things I like most about RSR is how you have very little to do with sonar and TMA. I am pretty good at operating sonar and TMA in SC/DW, but it usually feels like a chore to me. By having it handled automatically I can focus more on the tactical picture, just like a real commander would.

I think RSR is a lot more fun than SC/DW too. I think it is because it has the right level of challenge, in Ultimate mode. I can handle pretty much any situation the game throws at me, as long as I am paying attention. If slack off a little I will quickly die. It just seems like a well-balanced game.

Admittedly, even in Ultimate mode it is very difficult for my boat to be sunk. I'm really not sure how well an SSN would take a torpedo hit in real life, but in the game it takes at least two hits for 688i to be sunk, whereas its Soviet counterparts are sunk after only one hit. But I guess that is okay since it is usually one American vs. several Soviets. It's also a lot of fun to limp back to base with extreme damage after a grueling battle.

As a personal rule, I always end my career after having been sunk. The game always lets you survive the sinking and then gives you a new boat. This seems kind of ridiculous to me, so I just ignore it and start over.

Going back to your original question: Reading the manual last night I came across a section (I think it was in the Captain's Manual chapter) that mentioned target solution accuracy being correlated to the time tracked. I'm starting to think that running legs will have almost no affect on solution accuracy. Either way, I am sure that you will come across the section yourself soon enough. But I will update this post later with the excerpt.
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