In that case...torpedoes away!
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Sunday, December 27, 2009 12:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] using coordinates in games

well I have had fun to but on missions with no autocourse settings well.
On the subject of firing rates if I am lucky I can get a ship in front of me
and hit it.
however  when a ship is a target and its moving at 15 knots  and there is a
fighter sure I can overtake the ship but I am closing fast the ship is
closing fast.
I am usually to slow to line up a shot.
Tom if you eventually make a sub game I think it should be an all out ship
sim.
you can choose to be the enemy or the ally and well do whatever you do and
decide what ship you want to be in.
ofcause the sub is first but hmmm.
Lonewolf is a bit old for a sub I am reading uss seawolf by patrick robinson
about a modern sub.
modern subs have a depth of around 100-2000 metres, usually they stay under
about 600.
even silent steel has a 60s style nuke sub its depth is 1000 max.
lonewolf does not have nuke missiles standard missiles etc it has torpedoes
and a deck gun.
however.
In silent steel you had rockets in the enemy subs and that whould be good
to.
I know for example that if i could take out the fighters I'd have a better
time of it.
At 03:38 p.m. 27/12/2009, you wrote:
>I find lone wolf in general confusing, --- coordinates system, calculation
of angles for weapons etc, ---- it's a nightmare!
>
>I've had some very fun missions, but only with considderable work, and only
when i feel like a challenge, --- pluss mission 4 is about my limit!
>
>I'm not sorry i bought the game, but like monkey business it's another one
I'm pretty terrible at, --- coordinates, angles and all!
>
>Interestingly enough though, Cx2, the other moderator from audiogames.net
says he finds it far too easy, ---- different people, different skills
obviously.
>
>Beware the grue!
>
>dark.
>----- Original Message ----- From: "Charles Rivard"
<woofer...@sbcglobal.net>
>To: "Gamers Discussion list" <gamers@audyssey.org>
>Sent: Sunday, December 27, 2009 2:43 AM
>Subject: [Audyssey] using coordinates in games
>
>
>>I even find the mapping in Lone Wolf to be confusing.  Sections A1 through
>>A5, north to south, B1 through B5 north to south, OK.  But  break A1 into
>>another 5 by 5 grid, and I'm lost.
>>---
>>In God we trust!
>>----- Original Message ----- From: "Scott Chesworth"
<scottcheswo...@gmail.com>
>>To: "Gamers Discussion list" <gamers@audyssey.org>
>>Sent: Saturday, December 26, 2009 12:38 PM
>>Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios
>>
>>
>>Interesting point about coordinates Dark.  With your taste for RPG's
>>that tend to have a lot more number crunching and stats to take in,
>>I'd have expected you to rely pretty heavily on those.
>>
>>Personally I can't make numbers relate to situations in the slightest
>>in any game, even remembering simple things like what coordinates the
>>fires are at in MOTA is beyond me, numbers of steps or coordinates and
>>the like just won't tie themselves to spacial considerations in my
>>mind for some reason.  I rely on audio cues or clues instead, which
>>sometimes means going past a turning to recognise what's beyond it
>>yup, and those combined with the navigation features of whatever game
>>I'm playing usually serve me well.  It does mean that I tend to take a
>>much less military approach in something like GMA Tank Commander I
>>suppose, but Mr Brain seems to prefer the free roaming feeling and
>>there's not much I can do to persuade him otherwise.
>>
>>Scott
>>
>>On 12/26/09, dark <d...@xgam.org> wrote:
>>>Short answer, ---- yes, those features are what I use exhaustively. On
the
>>>other hand audio maps I'm afraid I find just incomprehensible, ---- cool
>>>though the marauders' map in Sarah was.
>>>
>>>Even coordinates I only tend to use as a general guideline to know if I'm
>>>in
>>>the middle or at the edge of a level, ---- or as an extra land mark
>>>feature
>>>(eg, i need to explore the turning at 8-23).
>>>
>>>this is of course just the way i do things, ---- and other people (who do
>>>not have my spacial difficulties), may do things entirely differently.
>>>
>>>Interestingly enough, I'll be having my mobility assessment with guide
>>>dogs
>>>on january the eighth, so I've been thinking about this (and explaining
>>>iot
>>>to the guide dogs service people), sinse I've often found myself at a
loss
>>>with mobility officers who insist! upon using things like step counting
or
>>>route mental mapping which my brain just won't cope with.
>>>
>>>i remember one awful incident when learning my way around secondary
>>>school,
>>>there was a turning I needed to make. The bloody stupid mobility officer
>>>did
>>>it with me inumerable times, counting steps and being generally stupid!
>>>
>>>I eventually asked my mum (who is also visually impared), ---- and she
>>>instantly pointed out that four feet beyond the turning was a cattle
>>>grid, ---- so all I neded to do to find it was go too far, reach the grid
>>>and turn back.
>>>
>>>needless to say, i called the mobility officer some very colourful names
>>>after that.
>>>----- Original Message -----
>>>From: "Thomas Ward" <thomasward1...@gmail.com>
>>>To: "Gamers Discussion list" <gamers@audyssey.org>
>>>Sent: Saturday, December 26, 2009 8:32 PM
>>>Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios
>>>
>>>
>>>>Hi Dark,
>>>>As a game developer I find your comments and suggestions most helpful.
So
>>>>as I understand it as long as I design my game engine a long the GMA
>>>>engine, which I am, including such features as place markers, visited
>>>>here
>>>>
>>>>before announcements, and even try my best to give each room a name you
>>>>and possably others should be able to give you enough info to go on in
>>>>order to play the game right?
>>>
>>>
>>>---
>>>Gamers mailing list __ Gamers@audyssey.org
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>>
>>---
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