Depends whether you mean a simulator in the sense of a flight simulator and control of one ship or a tactical simulator where you control a fleet.
Well, for this question I consider both to be appropriate definitions. I am interested in your personal preferences. What you like, what you dont like, and what you wish was a part of them.
In the interest of furthering the dialogue, I will summarize what I would like to see, personally, in a naval game. I will go ahead and apologize, because this will be a long post.
First, though, a word on "simulator". It seems to me that most games which are called simulators focus on replicating the systems and characteristics of the machinery within the scope of the game. Unfortunately, this is usually at the expense of a true rendering of the human experience of the topic. For instance, many flight simulators accurately model the systems, flight characteristics, and physics of their aircraft, but place a low priority on simulating the experience of a pilot flying that aircraft during the war. To me, the latter is just as important as the former. The following is my outline for an ideal destroyer simulator:
1st person perspective: By utilizing this viewpoint the player would be placed into the Captains shoes. 3rd person and views outside the ship could be incorporated as well.
Move throughout the ship: A Captain is able to move around on his ship and so, too, should the player. The player should be able to explore the various areas throughout the ship, interact with crew members and officers, and command from the bridge the same way the Captain would have in real life.
Voice Command System: The Captain commands his vessel by issuing verbal commands to his crew. By pursuing this novel approach to control interfaces the feeling of immersion would be enhanced for the player, and allow for a more streamlined command experience. Imagine giving commands by voice while looking through your binoculars from the bridge wing.
Detailed ship systems: It should attempt to model the entire ship and its systems, the end goal being not only to allow for ultra realistic possibilities of control but also for accurate effects from damage.
In-depth crew management: The Captain of a destroyer is not only commanding a ship; He is responsible for leading hundreds of men as well. The player should be able to nurture the morale, efficiency, and esprit of his crew and see how it impacts the ships performance in action. From assigning gunnery drills to arranging to bring the latest movie aboard, crew management should be a big focus in the game.
Realistic environment: Part of being in the Navy is traveling to new and exotic places. The game should attempt to accurately model the various locations in the theater in order to make you feel like you are really there. An accurately modeled sea, including varying ocean states, accurate chart depths, currents, and tides, as well as being visually realistic is very important. Accurate wave effects on the ship must be modeled. Additionally, the player should even be able to navigate in the game by using the stars and a sextant.
Multi-Role assignment: Operate as a radar picket, part of a screen, in an anti-submarine warfare role, as a plane guard for a carrier task force, rescuing survivors in the water, as a direct surface combatant, replenishment at sea, transfer personnel at sea, conduct shore bombardment, act as a DMS or APD, or tow a vessel in distress. Any role possible for a WWII destroyer should be available to the player.
Accurate and detailed ship models: Meticulously researched and detailed ship models are essential in a naval simulation. Accurately represented classes of ships, identifying details of individual ships within the same class, appropriate camouflage schemes, and unique markings should be incorporated.
Performance based recognition: Awards and promotions should be performance based. You should be able to distinguish yourself and your ship and receive promotions and/or awards. You should be able to assign awards to crewmembers who distinguish themselves.
Command a DESRON: Ideally, the highest rank achievable in the game would be Captain (O-6). As the player is promoted, additional duties could be attained. At the rank of Commander (O-5) the player could become eligible to command a DESDIV of approximately 4 destroyers. A DESRON consists of two DESDIVs. At the higher ranks, the game could take on a more strategic perspective, while still allowing the player to interact with the world from the 1st person.
Dynamic Campaign: The players actions should impact the computers decisions. Likewise, the computers decisions should dictate the missions assigned to the player. While I'd prefer it to be historically based at the outset, the career should not be scripted and should develop differently every time it is played.
Realistic ship handling: A lot of the challenge of commanding a ship is mastering seamanship. With practice and patience the player should be able to experience what it means to truly be the Captain of a warship.
Functioning Crew: The crew should be accurately represented and carry out the duties assigned for various tasks. The crew should work to make the ship function.
So, what are your thoughts?