Yeah, Google Chrome autoblocks basically any .exe hosted on dropbox now saying it it 'malicious'. Why they can't say "This file may be malicious, do you want to continue?" is beyond me, it's a real pain and basically means I'll have to make my own website and host the file there.
Thanks! I've never played Artemis Bridge Simulator but I came across some videos of it when I was doing some research for Sub Commander, it looks awesome! Definitely has the kind of atmosphere I'll be aiming for with the new project.
There's a couple of differences which will hopefully avoid the potential problem of people being stuck with a boring job. The main one is that the game will be played like an FPS - you can move around the sub to wherever you want, so for example the guy in charge of the reactor can come help out the guy monitoring the radar and sonar if necessary. Battling fires, repairing the reactor etc will all require several crew working together, so there should be plenty to do even if your station is pretty quiet. The other thing I think is important is an option to fill player slots with AI crewmen (who can be given orders), so any unwanted jobs can basically be automated - this should allow for small groups to play effectively, or even for the game to be played solo. Still figuring out how everything will work but that's the basic idea. Thanks for the offer, when the game is closer to completion I'll almost certainly be asking some Artemis players for feedback!
That's really annoying, I hope you manage to get the website sorted without too much trouble!
I think there's a careful line which needs to be walked with automation and boring stations. I think there needs to be enough engagement so that those that are on 'boring' stations don't have to wander around a lot just to feel useful, but you don't want it to turn into a sort of submarine shooter game. I'd suggest merging or automating most things and just having command, steering, weapons, engineering and comms(which might incorporate sonar/radar) as the main stations, whilst any other features are done by AI crewmen. Perhaps some of the AI functions could be taken over by player characters if and when needed, to allow for more players to play together/have better control.
Really, I just feel that Artemis has shown me that although 'realism' is great in these games, the game play over realism scale weighs heavily (really heavily) in favour of game play in co-op multiplayer.