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- Newsgroups: comp.sys.ibm.pc.games
- Path: sparky!uunet!inmos!titan.inmos.co.uk!cheetah!jeremy
- From: jeremy@cheetah.inmos.co.uk (Jeremy Thorp)
- Subject: Re: Great Naval Battles comments
- Message-ID: <1993Jan4.130625.23970@titan.inmos.co.uk>
- Sender: jeremy@cheetah (Jeremy Thorp)
- Organization: INMOS Limited, Bristol, UK
- References: <1992Dec23.100808.1@ntuvax.ntu.ac.sg>
- Date: Mon, 4 Jan 1993 13:06:25 GMT
- Lines: 75
-
- In article <1992Dec23.100808.1@ntuvax.ntu.ac.sg>, sa6904623@ntuvax.ntu.ac.sg writes:
- |>
- |> The Great Naval Battles game is pretty good, but has plenty of flaws in
- |> the realism. It requires 700k EMS and 600k base memory, with great sound
- |> effects if you have a Sound Blaster Pro II.
-
- My copy of GNB arrived last week. It's very good and I'm hooked.
-
- |>
- |> There are a few irratating things about the sound. For a start, the
- |> background humm cannot be disabled... which can drive anyone nuts playing the
- |> game. The firing of the secondary guns also sound twice as loud as the primary
- |> guns (pretty odd, I'd think).
-
- Don't know. I've turned the sound off as the noise from ANY of my computer games greatly
- irritates my partner
-
- |>
- |> The game time is NOT real time. On my machine, 1 second game time is
- |> about 2.1 seconds real time. Every time you fire your main guns on 'spotting
- |> fire', you'd have to wait 59 seconds game time till impact, 5 seconds to adjust
- |> the guns before firing the next volley, which works out to one shot every 2.5
- |> minutes wall clock time. I frequently snooze/fall off to sleep just waiting
- |> for guns to be ready.
-
- Two points. On my PC (a 486/33), a second games time is less than a real second (between .5
- and 1 I think). There is an option to change the speed (Alt-G), to run at *2, *4, *6, and *8
- normal. This certainly helps in slogging matches.
-
- |>
- |> The computer gunnery stinks - I beat the computer at all scenarios
- |> (except one, where a critical hit blew up my magazine after 2 minutes). No
- |> matter which side you take, the computer only places the guns on 'spotting
- |> fire' mode (even on your own ships in automatic). Once you get a pretty good
- |> straddle with spotting fire, just switch to narrow-straddle and you will score
- |> a lot of hits!
-
- The computer puts the guns of spot to start with, and then switches to full after a few(ish)
- salvoes.
-
- The problem I have noticed is that the computer, when given a choice of ships to shoot at,
- shoots at the wrong (in my opinion) one. E.g. shooting at destroyers rather than battleships.
- I have played the convoy scenario from both sides, and won easily both times.
-
- |>
- |> In the scenario of the engagement of the Garf Spee, it took 5 minutes
- |> game time for the British to sink the raider, with guns from all 3 cruisers on
- |> narrow-fire, and hitting. Playing the same scenario as Germans, it took a lot
- |> longer, some 2 hours?, but I still managed to sink all 3 cruisers with minimal
- |> damage taken in. (I was out of ammo, but managed to get the last ship, the
- |> Ajax to a crawl, put 6 torpedos into her, and was almost ready to ram her when
- |> she sank!)
-
- When I played this one, as the Germans, I lost pretty quickly. I must need more practice :-).
-
- I have run out of ammo a few times, it's very frustrating!!
-
- |>
- |> There also appears to be some blind spots which disallow the firing of
- |> guns...
- |>
- |> Apart from the flaws, it is a great game!
-
- Agreed!!
-
- I have yet to try the campaigns, where, for example to try to stop the Bismark escaping into
- the Atlantic.
-
- --
- Jeremy Thorp, INMOS Ltd, | jeremy@inmos.com
- 1000 Aztec West, Almondsbury, | jeremy@inmos.co.uk
- Bristol, BS12 4SQ, UK. |
- Tel. +44 454 616616 Fax. +44 454 617910
- The above is the personal opinion of the author,
- and does not necessarily reflect INMOS policy.
-