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View Full Version : Map flaw...



theonlyone
12-25-2009, 07:19 PM
First off, I got to say I really enjoy the overhaul from what used to be Warship Combat. But now that I've played WCNAW quite a bit, I find there is one major problem in the implementation of the map. It's that the map is static and is just stuck there.

It really reduces the advantages ships have in speed. I'll have faster ships in the WW2 era, but the computer opponent will try to close range to within 20,000 to 24,000 yards. I will try to keep a father distance as long as possible from about 28,000 to 30,000 yards. But once your at the bottom of the map your stuck there, and the opponent will close in within 20,000 yards or so. Which lots of times gives the opponent the advantage then and my only option really left is either to go suicide and close even more range with them, or withdraw from the battle.

Is there any way to have a moving map or something that helps solve this?

Please don't take this as criticism, it's just really frustrating to have a speed advantage and for it to be hampered, as I think it affects the historical accuracy.

Veinless
12-25-2009, 07:33 PM
In an ideal world, the map would always remain centered on the mid-point between the various divisions, with a variable zoom available. Here's to hoping for 1.1 :)

Warship NWS
12-25-2009, 08:05 PM
Some counterpoints,

a) Range dictation was not the only benefit of higher ship speed - tactical positioning and flanking were also options.

b) A battle between ships was more often then not a contest over a piece of naval real estate. The few exceptions were the hunting down of raiders.

c) The bulk of all major surface naval battles were fought within a 40nm area of water, not endless maps of ocean. The addition of mission parameters and land, in a future update, will further emphasize these points.

However, as I have noted previously a larger map and zoom options are in the works for a future update.

http://forums.navalwarfare.org//showthread.php?t=934

I am presently looking at expanding the map up to 80-120nm with zoom features. First priority for the WCDB upgrade to WCNAW evolution was to add in a working TacMap - from there I can upgrade the engine further.

Thanks.

Hartford688
12-26-2009, 08:17 PM
First off, I got to say I really enjoy the overhaul from what used to be Warship Combat. But now that I've played WCNAW quite a bit, I find there is one major problem in the implementation of the map. It's that the map is static and is just stuck there.

It really reduces the advantages ships have in speed. I'll have faster ships in the WW2 era, but the computer opponent will try to close range to within 20,000 to 24,000 yards. I will try to keep a father distance as long as possible from about 28,000 to 30,000 yards. But once your at the bottom of the map your stuck there, and the opponent will close in within 20,000 yards or so. Which lots of times gives the opponent the advantage then and my only option really left is either to go suicide and close even more range with them, or withdraw from the battle.

Is there any way to have a moving map or something that helps solve this?

Please don't take this as criticism, it's just really frustrating to have a speed advantage and for it to be hampered, as I think it affects the historical accuracy.

I agree. I like this game very much. But if I had a single item to improve, this would be it.