bracer wrote: ↑Wed Jul 05, 2023 3:39 pm Hi Byron!
Sorry for the late response!
Yes, I share your concern about the challenge in the complexity.
It will be a balance act to make it enjoyable while maintaining a high level of complexity.
So far I have made so that everything can be AI controlled, so that you can choose to just set waypoints on the map and point and click on the enemy you want to engage.
That gives you the possibility to take control over the various stations little by little as you get familiar with the sim.
My headache now is how to have a good situational awareness while for example controlling a fire director...
I do appreciate how the a computer can be a powerful lure to plunge into deep complexity. Based upon my long experience as a war-gamer and rules writer (going back to pre-PC days) I have learned over time that pursuit of complexity has often not proven to be a wise idea. Assuming that command and control of a given ship is to rest in the hands of a single player, have you given thought as to exactly what roles (default and optional) are to be accessible to the player, and under what circumstances? I can visualize a lot of complicated "ins and outs" in play here.