Have you played SteamBirds? That way you could make the sea battles a little more tactical and it is "easy" if you want to command more ships. And the user can focus on what to do instead of trying to do stuff as quick as possible. You could though add a time limit if you want some pressure (ala Greed Corp)
naval combat with be real time flight simulator style of some sort, similar to Wooden Ships and Iron Men, Age of sail, Pirates, Silent Hunter, 666 attack sub, Aces of the Deep, etc.
pace of game play will actually be somewhat slow but tense, this is the nature of naval combat simulators, well at least until the depth charges start falling, then it gets REAL busy, REAL fast! <g>.
Time limits don't make sense from a realism point of view. Engagements would last until contact is broken.
really, this is going to be a pirate simulator, not a game. like an f-16 flight sim, but you control a pirate instead of an f-16.
in general, i don't make games, i try to make simulations.
that's one of the appeals of the first person view naval combat. its more realistic. Nelson didn't fly over the ocean in a chopper at Trafalgar, and he didn't have his men lash him to a boom and swing him out over the side for a better view either! He had his compass, spyglass, sextant, charts, observations of wind and water, and what he could see around him. I'm pretty sure ship's clocks (used to determine longitude) didn't come into use until later.
"DirectX is like a belt fed machine gun, where every texture change is like hand loading in a new belt of ammo. worse, every mesh (vb) is a new belt of ammo, and a texture is like breaking the gun down, and setting it up again elsewhere, then loading it, then spraying triangles again. so you want to setup the gun once, string all your belts together, load it once, then just spray."
Norm Barrows
Rockland Software Productions
"Building PC games since 1988"