When I was a child I inherited a Commodore 64 with 2 MicroProse games on it. GUNSHIP and M1 Tank Platoon. These games were the start of my interest in Simulators and Military games. I'm glad the brand is back and sticking to its roots.
I'm REALLY liking everything I see here! The level of detail in the game mechanics, attention to historical detail/ doctrine/ SOP's/ tactics, 3D world graphics, the UI, the scalable FOW and levels of realism. Looks like something special brewing here. Brilliant Team Drydock!!
Magnificent work done in Taskforce! It honored the name of Microprose and everyone who worked on this wonderful game. I played the first Taskforce and I'm glad to see you back. It's all very impressive! Congratulations!
Man MicroProse it's really doing some of the best job in the industry when it comes to helping the right people releasing some of the most interesting, ambitious and niche games there are, we all here know that this it's not the general's public cup of tea, but it is awesome that we can get enough people behind the right projects to make it happen!
A truly worthy contender for the classic Microprose brand, the amount of details is astonishing. And there are few nods as well, like the title intro and the way MPS marketed their other titles when quitting the game. Love it!
I really appreciated the radio banter. It is what makes the game feel alive and immersive, and a testament that developer cares about little detail in their work.
Looks great, can’t wait to play it! On the other hand, I absolutely can wait for the best, most polished, responsive, and bug-free experience possible, so take your time and get it right - my money and I will be waiting.
The music, the visuals, the attention to detail, the fact that you probably had to make a naval and a plane game into one which is a lot of work... I mean I am sold. I just want to play a beta or something to get the hands on the game myself 😄
Wow, wow, wow! I have never seen a strategic game so well detailed, lovely created aircraft and ship models, full of realism! It is a lot of fun watching and I hardly can wait to play the game. Please take my money, the game will be worth every cent!
This looks so cool! I'm actually reading Twilight of the Gods right now by Ian Toll right now and have been getting very interested in the Pacific Naval war and as a pilot myself I can't help but love the OG carriers and planes like the SBD Dauntless and F4U Corsair
Thanks ^^ Yes indeed, them warbirds are just legendary, it's hard not to feel nostalgic about them, even if one never got to fly them! They have quite the presence in the air ~
I love how the game is evolving and taking shape. 1 quick note thoe : At minute 1:05 when the elevator went down it clipped whrought a zero's tail. eddit : i am almost shure that the zero i mentioned showld have had the wings folded. Just a few tweeks and features away from aphpa i guess :))
wow i really admire the attention to detail. you even refrenced fletcher pratts models. it would be awesome if you one could jump in the cockpit or rear gunner seat
This looks quite good already. A couple things that came to mind watching this: 1- The ability to click on the timeline and have the game automatically fast forward to that point in time and then go back to 1x speed. With the ability for the player (pressing any of the time control hotkeys) or events (such as a new unknown contact) to stop it. 2- When the planes are launching the propellers go from stopped to spinning with no in-between, having them visibly spin up would make the process look a lot better. You could also program a little randomization so the engines don't start up in perfect sync for all planes. 3- If possible, having some smoke come off the planes as the engines start up would also add to the realism and coolness. The Wildcat like most (all?) piston engined fighters of the time released very visible smoke for some seconds upon starting the engine.
Hello Thanks! Quick reply 1 - something could be thought of, but we also want to avoid having the player getting interrupted too easily. Time Compression back to x1 could be subject to specific message/event settings not unlike what Paradox uses for its own message system (aka you decide what is deemed an important enough information - hopefully then we can make the difference between a regular CAP launch and, say, a strike). We'll get to it soon enough, and we'll see how we deal with it. 2 & 3 are completely work in progress though - as said in the video (or perhaps it was clearer in the non-voice over part) this will be improved. Graphically speaking most animation aren't ready just yet, so don't worry you have you covered :) Cheers
@@DrydockDreamsGames Hello For 1 my idea is to make it hard to miss a point the player might want to see due to time compressing past it by mistake, I was thinking of how Kerbal Space Program handles it but the Paradox way is valid too. For 2 and 3 I figured they were probably already planned. There seems to be a good level of attention to detail, I noticed for example how the planes launch and fly with the canopy open but close them in combat which is something very rarely seen in games (I can only think of flight simulators allowing this off the top of my head). Maybe they should close them upon spotting enemies rather than when they start taking fire (10:17 in the video) though I imagine a tunnel visioned pilot might just forget about it while following an enemy, especially early on in the conflict.
Just to note at 8:30 The voiceover says "When they are clasified as hostile, they will become bandits and labled in red." This isn't correct, unless terminology was different in the 40's. A Bogey is an unknown, a bandit is a known enemy that hasn't met ROE to engage and a hostile is an enemy that has met ROE to engage. So saying it's hostile and classifying it as a bandit is actually degrading it. I realize 90% of the sim community and content creators get this wrong, but for a game like this it might make sense to do it right. Of course, this is assuming the terminology didn't get overhauled, but that would seem unneccesarily confusing.
Hello Greg. I am afraid that in these earlier days there weren't yet room for fancy stuff (one might need a specific research, but the very concept of "rules of engagement" is actually absent from RADAR BULLETIN No. 8A (AIRCRAFT CONTROL MANUAL) - and that's the 1950 edition!). As you surmise, terminology is a living thing :) Best way to describe the procedure of the time is to "reverse engineer" the radio logs available from the action proper, probably, so as to see how doctrine was implemented at the tactical level. A good example is the Yorktown's radio log during the Japanese attack at Coral Sea www.ibiblio.org/hyperwar/USN/ships/logs/CV/CV5-Coral.html As you will see, Bogey & Bandit are clearly used for their, I'd say, basic meaning inherited from RAF fighter direction practice, which was integrated to USN doctrine a few months before the action proper. The British wouldn't use "hostile" back then as a concept, nor would the USN as a consequence - a simple word search in the logs will net all the relevant references (or lack thereof in the case of hostile). You even come across, in the heat of the action, some mixin' the likes of "bogey bandits" which obviously is wrong, but could still happen as people were under stress, or not utterly familiar with the concepts - or simply made a mistake and corrected it immediately after that. Please see the use in this video of the word "hostile" is just another way of calling it "enemy" as opposed to "friendly" or "allied". In this case these are to used in their common meaning, the proper in-game and era-relevant terminology being limited to "bogeys" & "bandits" (and friendlies if there were any) Hope this answers your question :) Cheers & take care
Deck at the start is on recovery mode so it needs to get reshuffled for launch. Depends on how the deck is configured at game start. No scenario will start without the proper extra time to start air ops. Time management becomes a problem later on :)
Our hearts fortunately don't vibe & resonate at the same tempo, or the world would be a boring place, eh 😄 I wish you to find the game of our dreams. Cheers
Man, normally games like these don't have the best graphical quality and UI functionality/design/graphics, but dude, it's top notch here.
Thank you, happy to see the efforts are appreciated!
When I was a child I inherited a Commodore 64 with 2 MicroProse games on it. GUNSHIP and M1 Tank Platoon. These games were the start of my interest in Simulators and Military games. I'm glad the brand is back and sticking to its roots.
One of the most anticipated titles - thank you Drydock for your dedication!!
And thank you warmly for your kind words & dedication when following us ;)
Cheers
I'm REALLY liking everything I see here!
The level of detail in the game mechanics, attention to historical detail/ doctrine/ SOP's/ tactics, 3D world graphics, the UI, the scalable FOW and levels of realism.
Looks like something special brewing here. Brilliant Team Drydock!!
Thank you Phantom! Very much appreciated
Magnificent work done in Taskforce! It honored the name of Microprose and everyone who worked on this wonderful game. I played the first Taskforce and I'm glad to see you back. It's all very impressive! Congratulations!
Man MicroProse it's really doing some of the best job in the industry when it comes to helping the right people releasing some of the most interesting, ambitious and niche games there are, we all here know that this it's not the general's public cup of tea, but it is awesome that we can get enough people behind the right projects to make it happen!
Well I do hope so too! Thanks for staying with us ;)
Ah yes, time to roleplay Adm. Fletcher, Spruance or Halsey.
A truly worthy contender for the classic Microprose brand, the amount of details is astonishing. And there are few nods as well, like the title intro and the way MPS marketed their other titles when quitting the game. Love it!
Thank you boss. I sure home future Damsonn will feature us in their oldies goldies segments 30 years from now, just gotta do it right :)
I really appreciated the radio banter. It is what makes the game feel alive and immersive, and a testament that developer cares about little detail in their work.
Looks great, can’t wait to play it! On the other hand, I absolutely can wait for the best, most polished, responsive, and bug-free experience possible, so take your time and get it right - my money and I will be waiting.
Thank you for your kind words :)
How have I only just seen this!???
It looks INCREDIBLE.
The music, the visuals, the attention to detail, the fact that you probably had to make a naval and a plane game into one which is a lot of work... I mean I am sold. I just want to play a beta or something to get the hands on the game myself 😄
Would love to see a Mediterranean and also late war version of this game after it’s done and dusted.
Wow, wow, wow! I have never seen a strategic game so well detailed, lovely created aircraft and ship models, full of realism! It is a lot of fun watching and I hardly can wait to play the game. Please take my money, the game will be worth every cent!
If you liked what you saw I am sure we're on the right track not to disappoint - thanks for following us :)
I love the attention to the small details, like the models of ships on the tactical map designed in reference to actual scale models for wargames
I literally can't wait for this game any longer, good job drydock!
Thank you! That's kind of you :)
I wasn't interested much in this game. You just changed my mind. Thanks! :)
Thank you for changing your mind ^^ welcome aboard!
At the top of my wishlist! Can't wait!!!
Great job @drydock and @microprose! I can't wait for this one.
I like what I see, to the wish list :)
so looking forward to this one good ole microprose great to see you back
Microprose... You're making me bankrupt; like you did in the 90s!
Yeah I remember that!! 👍
Looking forward to this one, very promising^^
This wasn't on my radar until today. Now it is. Looks amazing!
Welcome to the club! Cheers :)
I'm so hyped for this game! Please don't screw it up!
AWESOME I CANT WAIT FOR THIS SIMULATOR GAME
This is exactly what I wanted this game to look and feel like.
This looks so cool! I'm actually reading Twilight of the Gods right now by Ian Toll right now and have been getting very interested in the Pacific Naval war and as a pilot myself I can't help but love the OG carriers and planes like the SBD Dauntless and F4U Corsair
Thanks ^^
Yes indeed, them warbirds are just legendary, it's hard not to feel nostalgic about them, even if one never got to fly them! They have quite the presence in the air ~
Oh wow, that formation editor looks fantastic!
microprose been on a tear lately
Loving it.
Really love the narration style; good SH4 vibes
Hopefully we'll get Silent Service 3 from Microprose some day 🙂🤞
I would buy this game in a heartbeat when it releases!
Wonderful work so far Drydock.
I love how the game is evolving and taking shape. 1 quick note thoe : At minute 1:05 when the elevator went down it clipped whrought a zero's tail.
eddit : i am almost shure that the zero i mentioned showld have had the wings folded. Just a few tweeks and features away from aphpa i guess :))
look AWESOME i cant wait buy game
Holy Cow this looks great, please release soon...
What I want, to the depths of my soul, is THIS -- but in space. Nebulous is giving us a chunk of it but these interface decisions are juicy prime.
Awww, the soundtrack is 👌
hehe ❤
Day one purchase for sure. This looks like an absolute gem.
Superb! WW2 game, love it.
Oooh ! Voice overs ! :D
wow i really admire the attention to detail. you even refrenced fletcher pratts models. it would be awesome if you one could jump in the cockpit or rear gunner seat
I hope this game comes out before my boiler runs dry.
This looks quite good already. A couple things that came to mind watching this:
1- The ability to click on the timeline and have the game automatically fast forward to that point in time and then go back to 1x speed. With the ability for the player (pressing any of the time control hotkeys) or events (such as a new unknown contact) to stop it.
2- When the planes are launching the propellers go from stopped to spinning with no in-between, having them visibly spin up would make the process look a lot better. You could also program a little randomization so the engines don't start up in perfect sync for all planes.
3- If possible, having some smoke come off the planes as the engines start up would also add to the realism and coolness. The Wildcat like most (all?) piston engined fighters of the time released very visible smoke for some seconds upon starting the engine.
Hello
Thanks!
Quick reply
1 - something could be thought of, but we also want to avoid having the player getting interrupted too easily. Time Compression back to x1 could be subject to specific message/event settings not unlike what Paradox uses for its own message system (aka you decide what is deemed an important enough information - hopefully then we can make the difference between a regular CAP launch and, say, a strike). We'll get to it soon enough, and we'll see how we deal with it.
2 & 3 are completely work in progress though - as said in the video (or perhaps it was clearer in the non-voice over part) this will be improved. Graphically speaking most animation aren't ready just yet, so don't worry you have you covered :)
Cheers
@@DrydockDreamsGames Hello
For 1 my idea is to make it hard to miss a point the player might want to see due to time compressing past it by mistake, I was thinking of how Kerbal Space Program handles it but the Paradox way is valid too.
For 2 and 3 I figured they were probably already planned.
There seems to be a good level of attention to detail, I noticed for example how the planes launch and fly with the canopy open but close them in combat which is something very rarely seen in games (I can only think of flight simulators allowing this off the top of my head). Maybe they should close them upon spotting enemies rather than when they start taking fire (10:17 in the video) though I imagine a tunnel visioned pilot might just forget about it while following an enemy, especially early on in the conflict.
Looks awesome! Super excited to try it out! :)
Thanks ❤
one of the few new games I am looking forward to!
Thank you very much!
Love it~! Waiting...waiting....waiting....
Looks amazing. Cant wait.
Looks very nice , will be a huge seller if they keep updating and adding campaigns , new units , graphic improvments etc like Uboat.
Looking great, good stuff
Thanks ❤
Outstanding
This looks amazing.... take my money... NOW!!!
oh wow
Impressive. Most impressive. Now make Silent Service 3 lol 😉
Amazing stuff!
OMG. I am sold 100%
❤
Looks awesome.
👀😩
This is fantastic!
Love it!!!
Please do a version for Malta 1942 or RN Mediterranean and I will die happy!
Just to note at 8:30 The voiceover says "When they are clasified as hostile, they will become bandits and labled in red." This isn't correct, unless terminology was different in the 40's. A Bogey is an unknown, a bandit is a known enemy that hasn't met ROE to engage and a hostile is an enemy that has met ROE to engage. So saying it's hostile and classifying it as a bandit is actually degrading it. I realize 90% of the sim community and content creators get this wrong, but for a game like this it might make sense to do it right. Of course, this is assuming the terminology didn't get overhauled, but that would seem unneccesarily confusing.
Hello Greg.
I am afraid that in these earlier days there weren't yet room for fancy stuff (one might need a specific research, but the very concept of "rules of engagement" is actually absent from RADAR BULLETIN No. 8A (AIRCRAFT CONTROL MANUAL) - and that's the 1950 edition!). As you surmise, terminology is a living thing :)
Best way to describe the procedure of the time is to "reverse engineer" the radio logs available from the action proper, probably, so as to see how doctrine was implemented at the tactical level. A good example is the Yorktown's radio log during the Japanese attack at Coral Sea
www.ibiblio.org/hyperwar/USN/ships/logs/CV/CV5-Coral.html
As you will see, Bogey & Bandit are clearly used for their, I'd say, basic meaning inherited from RAF fighter direction practice, which was integrated to USN doctrine a few months before the action proper. The British wouldn't use "hostile" back then as a concept, nor would the USN as a consequence - a simple word search in the logs will net all the relevant references (or lack thereof in the case of hostile). You even come across, in the heat of the action, some mixin' the likes of "bogey bandits" which obviously is wrong, but could still happen as people were under stress, or not utterly familiar with the concepts - or simply made a mistake and corrected it immediately after that.
Please see the use in this video of the word "hostile" is just another way of calling it "enemy" as opposed to "friendly" or "allied". In this case these are to used in their common meaning, the proper in-game and era-relevant terminology being limited to "bogeys" & "bandits" (and friendlies if there were any)
Hope this answers your question :)
Cheers & take care
@@DrydockDreamsGames it does! Thanks. Really appreciate the context too.
looks good!
can ai crew level up with experience etc to make them more accurate/formidable/improve their decision making?
Take my money!
give this to me now
Dang
v1033 when
The game will be only from US point? No IJN?
Yay♥️
Goty, easily for me
Why are planes stored forward and they push everything to the back to launch planes?
Deck at the start is on recovery mode so it needs to get reshuffled for launch. Depends on how the deck is configured at game start. No scenario will start without the proper extra time to start air ops. Time management becomes a problem later on :)
Can we play IJN Campaign ?
not on the first release IIRC, this is the Vol. 1, the Vol. 2 will be IJN centered, idk if will be another game or a DLC
I came again.
hyyyyyype :D
if only half of what you claim here is true, that would make it an awesome game
INSTABUY
Bring back steelpanthers
This is not game it's simulation. I wish Microprose devolop some proper nuclear submarine game similar to Cold Water
Our hearts fortunately don't vibe & resonate at the same tempo, or the world would be a boring place, eh 😄
I wish you to find the game of our dreams. Cheers
Looks great, but I won't buy it. This is because I like to play modern times maritime war games, modern! Such as was HARPOON. Thanks, great job .