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Interview: SCS - "Dangerous Waters"
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Q. How will you address the multi-player
lag found in other Naval Combat games when too many missiles
and/or torpedoes are active?
A. This was an issue inherent
to the architecture of Sub Command and has been addressed
for SCS-DW. It is currently being tested as the new multi-player
engine is under development.
Q.
Are we able to see missile launches with radar in Dangerous
Waters?
A. All the controllable platforms
have conventional sweep radars, not 3D radars like on an Aegis
boat, so missile launches are not going to stand out. With
a little luck, the player might see a surface-to-surface skimmer
like a harpoon before it settles into its low-level flight.
Q. In multi-player, can we have
maps and scenarios in alphabetical order in the Game Room
list?
A. The Mission Selection screen
in multi-player currently allows you to sort by number of
players, or mission title just by clicking the label at the
top of that column in much like Windows Explorer. This was
one of the requests from SC that we have implemented.
Q.
Could we have the opportunity to set the use of floating wire
or antenna to communicate between teams in a multi-player
game.
A. Yes, the radio antenna will
allow sub captains to communicate with their teammates and
also to update their overall sensor picture (by retrieving
the latest solution over the Link). Once a sub submerges again,
he will out of contact and the Link contacts will continue
to age and potentially be dropped over time. This is an option
in single player and multi-player
Q. Can we have the opportunity
to give ships and subs a name for multi-player games?
A. That feature is currently
slated for review and possible implementation (just like dozens
of features, at this stage). There is certainly a strong possibility
for it to be included given the new collaborative nature
of this game versus the more solitary play of our sub simulations
in the past.
Q. How "mod friendly"
will this game be?
A. We plan to accommodate the
mod-making community as best we can. The quality of work generated
by the community for Sub Command was outstanding and we hope
to further that cause for SCS-DW. Many of the game's mechanics
are accessible within the game's databases and we are trying
to add more functionality that is along those lines.
The station DLLs are still unavailable
for modification. So far all Sonalysts Combat Simulations
have been used as a baseline for real U.S. Navy training tools.
These DLLs are heavily modified and tailored for training
purposes so their format cannot be released to the public,
unfortunately.
Toward that end, Multi-player will
verify that all player interface DLLs are consistent in an
attempt to prevent some players playing with hacked interfaces
while others are not. Multi-player will enforce that all players
have the same interfaces, hacked or not, before starting the
game. This was a request by Sub Command users.
Q. Will the game be open enough
to allow community add-on makers to create new ships and aircraft,
(including new models, full stations, panels, cockpits, tweaked
sonar, etc.) or will they be limited to such things like making
custom skins and replacement sounds?
A. All 3D Models, model textures,
object databases, sensor databases, AI doctrine, ambient sounds,
3D sounds and crew responses can be modified by the community
(and have been in the past, with outstanding results).
The station art can be re-skinned
but the functionality of the station itself will not be readily
modifiable. Assuming that the game is successful we would
like to add additional platforms such as carriers, destroyers,
fighter planes, etc. With the communitys support, we
envision SCS-DW to be the beginning of a full-scale virtual
naval battlefield in which all platforms are controllable
and players collaborate seamlessly above and below the ocean
surface.
Thank you Jamie for taking the time
to answer our questions and provide the new development screenshots.
We'll look forward to more on SCS
- "Dangerous Waters" in the upcoming months.

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