-
playing
against a human, for me, greatly increases the seriousness and realism of
the encounter. It's not that the AI plays poorly (very far from it, in fact
the AI is excellent), but a local game against the AI is not a "game of
record" in the same sense as an internet session is.
-
It's
the best naval game I have seen (and I have seen many) in the last 25 years.
SNG has become a bit addictive.
-
all
I can say is that this is one of the most fine and inteligent piece of software
I've ever seen. The A.I. is fantastic .
-
wind
direction, glare, visibility, etc. SNG is unrivalled at that. I see that
players so minded can still play classically, as so many Dogger Bank replays
with finesse show, attached shell hit lists and all. But the real treat
are the strategically generated scenarios. That Goeben + 4 Turkish DDs vs.
Russian Bs and DDs is just fascinating... Its no co-incidence, inmy opinion,
that it came out indecisive. Humans stretching into the unknown hesitate...
lessons of the Great war. Of course, it is very nice to let the sytem run
the mechanics for you.
-
I
thought an interesting entry might contrast SNG with miniatures. Miniatures
are aesthetically lovely. Your bosom swells with pride as your toy fleet
sails forth. You have a grand view, as from an airship hovering over the
fleet. It is just this strength that is in fact the great weakness in miniatures
play. If Scheer had commanded from a Zeppelin at Jutland, he would have
reacted very differently. Miniatures play gives you far more information
and feel for the shape of an action than available to a real commander.
The actions of Hipper early at Dogger Bank, of Moore late in it, of Scheer
at Jutland: these are almost inexplicable in miniature play. SNG, in contrast,
puts you right in the admiral's seat. And what an uncomfortable chair it
is, too! Distracted by formations milling about barely under your control,
you must deal with all the tension, misunderstandings and confusion. No
simple glancing up to see where the enemy is going behind the fog or smoke,
no counting his ships beyond visibility. All the ambiguities and uncertainties
haunt you. The tactical decisions and psychological "feel" result in a profoundly
more satisfying simulation from SNG. Since miniatures are so lovely, I am
unlikely to throw mine away. But SNG is my game of choice when I want to
live the Great War again personally. Colin Denis
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JT's
Jutland runs well online, and it can be considered a fair "beer and pretzel"
game, but it really resembles an unfinished experiment. SNG is far better
in naval actions. Just my opinions.
-
Just
finished playing the River Plate tactical scenario on solitaire. Great interface
and depth to RO, outstanding work Paul, outstanding work.
-
RO
is by far the most challenging and accurate Naval Gunnery Simulation to
date. What I did see after only a short time was that due to RO’s extremely
clever AI many wargamers like me would purchase the game purely for Solo
play.
-
What
seems most interesting about your game is the level of detail to which it
goes. Being able to follow every event, step-by-step, is a great way to
experience the battle and it allows the players to go back after it is all
over to see exactly what happened to to figure out just when and where the
battle was really won. When you add into that the idea that each player
will be able to test their strategies against real opponents through the
Internet, it just adds icing to the cake.
-
RO
is the best Surface Ship Combat computer simulation ever devised.
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Tactical
games are good but a game like this really becomes exciting with the Strategic
aspect. What brought the forces to this point? What other forces can be
brought to bear? Can they make it home, even if they win? Can you still
win after suffering a defeat? You only get those things with the Strategic
aspect which RO delivers. I forgot to mention, after the battle of Bergen,
the Germans had won but were damaged and low on ammo. The AI attempeted
to get them home as any human player would. I figured on this and sent 3LCS
to the coast of Germany to wait which is where I cut them off. The whole
story line that was produced would make a pretty good movie which is where
all other Naval games I have seen fail. Thanks for a great game! I couldn't
believe my eyes when I saw Blucher storm out of the darkness and ambush
my BCs on her "death ride" just when I thought I was winning. I have played
a lot of games (board, minature, computer) and have had a lot of memorable
games but I will never forget that!
-
I
played this game (Dogger Bank strategic scenario) a while ago and wanted
to descripe it to you as I saw the AI actually plan out and execute a brilliant
tactic for the situation it was in. I was quite amazed, you tell me what
you think. Here is where I found new respect for the AI. First the slower
Blucher was detached and made off to the east. I targeted her as 1BCS raced
past scoring some hits and she disappeared into the darkness. AS 1BCS began
to draw into range of the German BCS they suddenly turned to the east to
lay down broadsides. 1BCs turned to the East to do the same. The two lines
exchanged fire with the RN seeming to get the better of things and the Germans
seemed in trouble, Moltke was even torpedoed. Suddenly Blucher reappeared
on 1BCs starboard quarter! It was a trap! Blucher ran down the British battle
line at 4yds raking each BC with devastating fire! It was a very exciting
game and am I wrong in thinking the AI planned out that tactic with The
Blucher? It certainly looked like a coordinated setup to me. If I had not
had 1BS closing the AI would have sank all the British BCs and escaped.
Has anyone else experienced something like that? Paul says the AI uses "fuzzy
logic", whatever that is. I have heard that before but do not understand
it. Is it like "fuzzy math"? (ha ha). Anyway I have laughed at most AIs
in other wargames but the one Paul has designed here deserves to have a
name (Hal, Data?).
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I
knew it was going to be good when i started reading the manual and other
materials. It seems like a lot of attention was paid to detail. At first
I thought maybe it was too strategic but after playing it a bit and got
into a squadron level fight it all came together. I’m the type of person
that gets a game loads it up and tries it out without reading much. So basically
i went from playing and trying things out to going and looking up questions
in the manual. The interface seems very easy to use. There is a bit of a
learning curve but then again in a sim like this you should expect that.
I loaded up one of the Dogger Bank scenarios and what a surprise that was!
There was a lot of talk about graphics in the manual. I didn’t think they
were bad at all. Compared to how the manual down played graphics they were
a lot better than what i expected. When I zoomed in I immediately recognized
the BC Tiger and Lion. The gunfire from my ships was very cool. I noticed
Tiger pulling out of line! I looked closer and notice she was down in the
water at the stern. I’m thinking man she looks almost like she’s sinking.
Next thing I know i get a report Tiger has uncontrollable flooding....Tiger
sinks!!! Man what fun this is hehehe. After reading the manual a bit and
just taking the sim around the block I was very impressed. It isn’t very
hard to play but is still very detailed and makes you think. So at this
point I can say i am very pleased with what I have seen. The manual is very
well organized and is very good at explaining the workings of the sim. I
had no trouble loading it up and getting things running. From what ive seen
so far I think your team has put together a very nice sim for people who
are interested in authentic naval combat.
-
Getting
my butt kicked and enjoying it. Best AI I have seen. Every game I seem to
find some neat new feature! Great game!
-
I
have taken the time to explore your site more fully and am impressed with
what I have seen. I was most impressed with seeing what your AI was able
to accomplish. This has been my primary area of disappointment in many of
the naval games. Good job.
-
Overall
this game and it's concept should tip the naval gaming world on it's ear,
and I strongly believe there are plenty of plotter and planner types, (as
opposed to the pointer and layer types), that would be interested in RO.
As I reviewed the manual today I kept thinking this is a great thing you've
created and I couldn't wait until this evening to dive back in again.
-
This
is a masterpiece you have created. It is more than just charging in and
firing fish.
-
I
don't think there is any naval game out there that has the depth of realistic
gunnery as RO. RO covers seems to cover so much more than any other naval
wargames out there. From what I've seen and read I think RO can give me
a level of 'emersion' into naval warfare that can't be matched. I don't
know a lot about pre WWI, WWI, or WWII naval combat but I believe that I
can learn a lot from RO and have a great time as well. I also have a tendency
to play wargames that are heavy on substance rather than fluff such a 3D
graphics. My favorite games were made during a time when all graphics took
a back seat to gameplay in wargames and RO seems to fit in nicely with these
wargame classics. I'm just very anxious to play this game and look forward
to any of the possible additions to the future versions of this already
great game.
-
We
think this is a spectacular game. The "fog of war" is so much better in
RO than our board games. Why has no one had ever done this before on the
computer? I do not know why no one has ever done this before but RO has
finally got a Strategic and Tactical concept that works and is fun to play.
Thank you for designing a great game!!!!!
-
Re:
Last Cruise of the Emden, a book by Edwin Hoyt, published 1966. I was fascinated
to read that part of the book while thinking to myself what I have done
with the same ships playing RO. The words Hoyt puts into Captain Muller's
mouth are almost the same ones I have thought while playing the re-creation
of this same scenario. This speaks well for the level of realism in RO!
-
Paul
you DID outstanding game - any corporation would not even close to this
level of proffesionalism on gaming platform - This level of complicity is
not able to be reached by anybody else then lone-wolf designer and that
is for sure. In operating concept I see all options in both internet and
solitaire completed and working smoothly.
-
This
game has so much depth it's scary! The game runs perfectly Paul, no hangs,
no Blue Screens of Death etc... It is only as you read the detailed shell
reports that you realise the incredible depth of this simulation!
-
thanks
to the documentation and the logical user interface, learning how to control
the ships was very easy. Also, it was easy to learn to see what was happening
by looking at the ships in the Action View. It contains the right amount
of information.
-
Hmmm
- raid merchants - get points - trick warships to come to trap - sink warships
- get more points - get more freedom of movement.... by george - I think
we are on to something here! Its challenges are above and beyond any single
tactical scenario, especially when you consider that every time you play
it, it plays differently.
-
I've
got to say that this game is extremely addictive! I'm enjoying it immensely.
This August strategic scenario is very action packed. I really like raiding
ports in this game-it gets the blood pressure up a bit.
-
Played
solitaire against it's intelligent AI, or played online against any number
of humans, it is the ultimate. This is not a commericial, I'm just a fellow
wargamer trying to spread the word on an excellent product. In no other
game could you play out the entire Battle of Jutland!!! Played solitaire
against it's intelligent AI, or played online against any number of humans,
it is the ultimate. This is not a commericial, I'm just a fellow wargamer
trying to spread the word on an excellent product. In no other game could
you play out the entire Battle of Jutland!!! Raider Ops., as in Action Stations,
is very detailed. That's just the way I personally like it. It seems like
you have to pay a price, either high realism or high graphics. Both games(FS
and RO) are very playable, it's just that RO is very detailed, and it makes
study of naval warfare a rewarding experience. I would call Raider Operations
a naval "Tacops", if you have ever played Tacops,that's what it reminds
me of. All students of naval warfare will enjoy RO.
-
Quite
a review from Bill Trotter over at PC Gamer but fully justified. I’m so
pleased that RO is now being recognized as to what it is, a fantastically
accurate Naval warfare Simulation, (a classic in it’s own right). I see
this as only a start to many positive articles and a tribute to the genius
of Paul’s vision, programming skills…
-
I'm
involved in one hell of a fight in the Indian Ocean scenario right now!
The Siege of Tsingtao is now in it's 2nd day! This is one VERY addictive
game Paul..! I'm really enjoying it!
-
First
impresions: i spend all weekend gaming - Twice August once black sea, 2*RTTS
4 *Jutland 2*Denmark Straights and once for many more - overall I'm enthusiastic
about this project - great game - I barely slept last weekend. - visuals
: graphics is adequate and good enough - I barely use visual screen - map
+ shell detail + status box are those of utmost importance -technical and
historical accurancy - excellent -game climate - especially pre WW2 excellent
-game : excellent I had spectacular victories but can't say all of them
were easy - my brain boiled almost on Sundays Jutland games.
-
the
AI can be given command of various squadrons as required (for any drops
or such) during multiplayer. Its skill - well - lets just say that it does
not have a consistent exploitable weakness. You can beat it - but you WILL
work for it. RO has not only tactical battles, but also strategic play -
and the AI is as competent there as Doenitz! *Whom I hold a deep respect
for...* It does not matter whether your playing single or multiplayer -
you can bet that if the AI is involved - whatever ships it commands will
be used effectively. Its also noteworthy that on the different levels of
difficulty - the AI does not get "cheats" to make it a tougher opponent.
You will see the same general number of serious hits average, the same mean
torpedo hits/fired ratio, etc. Its nice to see an AI that does not get additional
"gifts", instead - you get a more dangerous opponent.
-
Well
for what it's worth, I don't know the technical details, but have played
solo games and found the computer AI to be good, very very good. It plays
as a very competent opponent, handling its forces aggresively if called
for or shielding a withdrawl as needed. Also in the larger scenarios if
you want to just control 1 or 2 squadron's and leave the AI to run the remainder
of your ships it handles them in a very competent manner also leaving you
free to manage the big picture.
-
The
AI has been in the game for a long time, and works very well. The multiplayer
gets so much buzz because RO is the only naval game with any multiplayer
capability.
-
It's
a shame that computer games in general and wargames in particular are market/demographic
driven. I think that DBZ/SSI sacrificed gameplay and historical integrity
for eye candy (and by the way, rather primitive eye candy at that, the ship
3DO's are awful. If viewed from astern a battleship looks like a trireme
with the secondary armament barrels hanging outboard in a very non-scale
manner) in the hopes of broad marketing, when the title was clearly a niche
game. With the practical demise of SSI and Talonsoft as retail marketers
of genuine wargames, the future of the genre is with the Battlefronts, Shrapnels
and Incredible Simulations of the world distributing in an online only market.
Of course we'd all like to add one SNG to the list of great titles in general
distributorship.
-
SNG
is still the champ in my book ; I tried to play the re-vamped Fighting
Steel, and it still doesn't cut it. The realism and AI ability of SNG
is great.
-
There
is no doubt in my mind that the engine behind the game is one of the best
i have seen.
The bottom line on these simulations IMHO is damage. It is great to see
what damage you are inflicting and also what damage you are taking!
- took
your advice and watched SNG run under AI. Fascinating!! How did you think
it all up?
Still overwhelmed. Will need to read UM again.
- My first
observation in watching this from the Admiralty viewpoint, is I need Churchill's
Brandy and cigars, and a brisk walk down Whitehall!! The zoomed map is fantastic,
and the order window is very efficient,
- Prior to joining a great team of Beta Testers for
SNG, I was like yourself, completely "Solo Vs the Computer". Some
of the main reasons for my isolationist attitude(I'm not saying there yours)
seem pretty weak now. I was unsure of online gaming and protocols, (isn't
everybody first time?) what if I made a fool of myself whilst playing against
real live humans, would I be ridiculed? Not a bit of it! I couldn't have been
farther from the truth, I met a great band of online players who made me feel
welcome and went out of their way to help and advise me. I now look forward
to our once a week meeting as part of my testing responsibilities and have
a great time as well.
- This gives SNG an amazing replay ability - especially
when the AI is stong enough that no scenario ever plays out exactly like it
did the time before.
- Once I had mastered the basic game and started to
participate in the Internet sessions I realised that the simultaneous and
real-time characteristics of the simulation represented the intellectual challenges
that the original officers in the actions must have been faced with. The first
Internet sessions were simply overwhelming as I did not appreciate how sophisticated
SNG was.
- No other game, regardless of maker - has EVER come
CLOSE to doing what SNG does.
you get a product that is of a quality above and beyond anything in the current
or near future market. Second, you get a membership - to what - a club? No
- to a community that includes the developer, many beta testers, along with
other Hard-Core gamers like yourself. The support structure for the game will
be MUCH more developed and knowledgable than what you would get from commercial
software.
it is proving to be an enjoyable and most realistic simulation of various
naval battles. Due to the emphasis on realism, and on the perspective used
(that being squadron commander or higher in most cases), SNG is not about
laying in each gun and firing it, but rather is built around the aspects of
strategic thinking - proper situational awareness, strikes against targets
of opportunity and the risks involved, proper manuevering, the proper use
of environment, along with target priority and assessment, in addition to
other factors and decisions.
Due to the nature of both the SNG AI opponent, and the unpredictability of
a real opponent using SNG's multiplayer feature, no replay of a scenario will
occur in the same manner every time. While you will get a consistent outcome
under most circumstances if you are able to outmaneuver your opponent, every
battle is contingent on a large number of factors, including but not limited
to, ship (equipment) and crew quality, positioning, proper use of supporting
elements (when available), and luck. The AI rarely fails to take an opening
if it tactically sound, and exploits such
opportunities to the hilt. It also often uses its forces in a manner that
makes you wish you had utilized your openings to their utmost as well. One
particular instance comes to mind, in which my opponent (in this case the
AI) had a supporting half division of destroyers being pounded, and was bringing
up a heavy force. In my concern over the distant threat, I switched targets
to the approaching heavies, and moved away from them in an attempt to maintain
distance. In doing so, I failed to finish off the light forces. A few simulated
hours later, still being pursued, I was forced due to a maneuvering error
on my part to shift course, and in doing so inadvertently closed the distance
on the supporting group, which had also pursued. Due to my "tunnel vision"
on the pursuing heavy forces, I failed to account for the near group, and
for that mistake I suffered 3 torpedo hits. At that point I immediately shifted
my attention and finished off the light group, but by
ignoring them, had allowed myself to be slowed due to the hits. Because of
this, my forces were slowly run down. Due to the fact that my opponent now
had a speed advantage in addition to a range advantage, I had no choice but
to attempt a turn to close the range, with only marginal success. In the end,
I paid heavily for my failure to exploit the opening I had. However, even
in the loss, I must say that it was still one of the most enjoyable defeats
I have ever experienced. a point about skill, fatigue and damage modeling.
These affect how ships and crews perform. Elite crews have an uncanny ability
to score hits quickly. Poor crews are just glad the guns fired without exploding
in their face. Rate of fire, or concentration of firepower if you will, is
critical. Of course, as your crew tires, so will your accuracy and Rate of
Fire (RoF). Hits increases fatigue in addition to causing damage to your ships.
When you look at the shell log, you can see that some hits are in fact critical,
as they may start fires, damage or destroy guns or other pieces of vital equipment,
and even wound or kill people in key positions. A hit to the bridge may wound
or kill the captain and senior officers of a
ship, causing it a penalty to its ability to fight and steam effectively.
A shot may penetrate a vital spot, as historically happened to H.M.S. Hood,
and result in a massive and utterly destructive explosion that destroys the
ship. A lucky hit may kill or wound the ship's spotters, making her gunfire
more erratic. It may damage the superstructure or deck in such a way that
makes certain guns unable to be brought to bear against the target. Each and
every encounter in SNG is different, although proper awareness and application
of force with respect to your advantage (or its manufacture when need be)
will see you through with success. I personally have no doubt that you will
soon experience SNG and see why it is, beyond a shadow of a doubt, the most
realistic command level simulator of any warfare type available today (at
least in the civilian market).
- while it was a blast to play - the lack of lag and
the communication needed to play it as a team effectively shows great design
and function. SNG is great work Paul, bloody great work!
- Thanks for a most exhilarating evening; I haven't
enjoyed a computer game so much for a very long time. You really are the master,
capturing the feel and excitement of Naval Warfare with its twists and turns,
truly great simulation. Anyway it's midnight here in the UK, so I'm off to
bed, commanding a Destroyer Division makes you so tired.
- I think Its GREAT. thanks very much for an enjoyable
experience. it was nice that a real live warm human being was commanding the
other side, super. i must say that my light forces saved my day without my
intervention, says a lot for the AI, paul. they gave me just enough breathing
room for my BC heavier guns to start registring on the 1SG by the way paul
i had no trouble connecting and staying connected for the entire game the
system was very stabble for me. i like this have experienced my first battle.
It was fantastic. Thanx again for a fantastic simulation!
- The strategic game is super and blends well with the
tactical. Without a doubt RO in the strategic mode is the BEST NAVAL game
I ever played.
- SNG is fascinating, captivating, easy to learn in
the basics, but EXTREMELY complex when trying to master. It has the potential
of almost limitless replayability, when viewed in context of both the included
scenarios along with the ability to add new setups. Once complete, the game
could have a huge impact on what gamers expect for realistic, high level command
simulations.
The game itself sucks you in and keeps you playing. The AI is very good, and
is much better than anything I have faced in other naval warfare simulations.
Damage modelling, crew skill, weather, sea state, visibility and luck are
all represented in a manner consistent with reality during the time period.
They say the devil is in the details, and RO has a gold mine of devils to
turn your black heart cackling with evil glee!
- I have been greatly impressed with the gameplay, the
interface, and the "richness" and depth of the game. It is obvious
how much attention and hard work has been put into this, and I thought you
should know that your work is to the highest professional standard, and I
commend you for what is already a great game.
- I downloaded the zip files and installed the game
without any problems on Saturday morning 13th October. I found the process
quick and smooth.
I started to play the game early evening and my first impression was good,
I liked the general layout and the ability to reposition the various windows
at will. It reminded me of the Harpoon II interface (only much more detailed).
Suddenly we had a sighting and we were into Tactical Mode. HMCS Niobe was
taking on SMS Dresden (or was it the other way round, I was too excited to
notice). In the first hour nothing much happened as both ships carried out
long range fire, two minor hits on the Dresden and a couple of near misses
on the Niobe. Then all of a sudden Dresden took a serious hit, which caused
major flooding, now things were really hotting up. After a couple more well
placed shells I allowed Dresden to flee, discretion being the better part
of valour, anyway I wasn't in charge anyway, the AI was! To say I was impressed
was an understatement; I found the simulation extremely exciting and had visions
of many more engagements to come.
Over the next couple of days I played the River Plate scenario a couple of
times becoming more familiar with the interface and have started to read the
manual. Throughout I have taken my time; enjoying the game immensely and discovering
more and more details as I go along. Problems, none really. No crashes or
blue screens appearing. Well Paul will end now and I will get back to the
finer points of your stunning game.
- Downloaded SNG Zip files without incident this morning.
Installed the game to it's default destination and found the procedure quick,
smooth and easy. The game loaded up without any problems and my very first
impression on a scale of 1 to 10 is 11.
- I believe I have played just about every naval warfare
game out there, and SNG is still the champ. I even re-installed Fighting Steel
again, patched + new improvements , and it just doesn't hold my attention.
(A small note here; This is not meant to be a criticism of FS, more of a personal
comparasion. I greatly respect anyone trying to better the hobby of wargaming,
and I salute the efforts to improve FS.) The realism and decision making sides
of SNG really make this game shine.
Case in point is the internet game of SNG I was involved in this weekend.
I was on the Japanese side at the battle of Tassafaronga,and the results were
quite realistic, compared to the historical results.My sides losses were greater
than the historical result, but I believe that was due my hesitation at a
critical moment of the fight. I hesitated in my decision process, and it cost
us quite a bit. Just as it would have in real-life. That's why I stated earlier
that the decision making in the program really make it a tactical test. I
really believe the Naval War College should look in to this program, for it
could hone an officers' decision making process. That's all for now, just
a salute to a very worthwhile game.