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Old 06-19-14, 07:10 AM   #229
TheGeoff
Planesman
 
Join Date: Jul 2008
Location: 37°47'S 144°58'E (Melbourne, Australia)
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While playing, I have had several ideas that might be a good fit for the game.

Seawater in your submarine should have far more severe consequences.
After being hit by an enemy missile, my entire generator room flooded. All I had to do was evacuate my men, equip two with breathing devices, fix the hull and turn on the bilge pumps. Problem solved. In a real submarine, I doubt it would be this easy. For one, those computer systems would be severely damaged, if not destroyed. And my men could easily pass through the bulkhead doors, and the water politely stayed in the generator room, even though the water was at 2 meters height. I have no idea how submarines work, but I imagine those bulkhead doors would not open until the water was removed. At least, that's what I see in videogames/movies.

What should have happened: the entire room locked down, and if I don't act quickly those men trapped inside will drown. All machines in the room stop functioning and the damage percentage ramps up until it's at 100%.
Maybe lift the economy system of Silent Hunter 5?
At the moment, wrecking your sub and finding most of your crew dead means you go back to your starting port and press shift+r. All damage is fixed, and your men replaced. You lose their equipment though. How about an economy system, where sinking enemy ships and completing objectives nets you renown/money/whatever, which you can spend at friendly ports? If you haven't sunk enough enemies or followed enough radio orders, why on earth would your commanding officers supply you with a fresh submarine and more men after you damaged your previous sub and killed many men with barely anything to show for it?
How about some descriptions next to the items in the storage?
I have no idea what thick leather gloves do. How about some item descriptions?
Thanks for the suggestions.

I agree that flooding should be a bit more dangerous, at the moment the SCBA gear makes it too easy to repair everything and pump it out. Seawater destroying all the electronics in a room might be too extreme though, I'd imagine most systems on a submarine would have watertight casing. And doors getting stuck has the potential to get REALLY frustrating really quickly... but I'll keep those ideas in mind though and see what I can come up with. Water not flowing quickly enough through an open door is definitely a problem, I'll look into that too.

A renown system like SH5 is a great idea, I hadn't considered that but it would add a real sense of progression to the game. Make it feel more like a campaign instead of a series of individual missions.

The equipment in the game does roughly what you would expect it to in real life. So the gloves provide a bit of extra protection when fighting fires or dealing with radiation, but make fiddly tasks like repairing electronics more difficult. I will be writing up a better manual for the game soon which will hopefully explain things better!

Quote:
Having a wierd problem where sometimes my crew starts suffocating and i cant find the cause, the o2 levels in parts of the sub just start dropping, i tried surfacing and couldnt figure it out, entire crew died except the two which had oxygen masks on, they later succumbed.
If the submarine switches to battery power for any reason, the electrolysis (oxygen production) system will be automatically disabled to conserve power. It doesn't come on again unless you manually switch it on, so the sub slowly runs out of oxygen. I really need to sort out a better solution to this because it's happening to a lot of players - not many people realise what the problem is before it's too late.

For reference, to toggle the electrolysis system on or off use the Misc Systems panel and either press E or flip the switch. To refresh the air in the submarine when you're at the surface, use the Misc Systems panel and press P to open the induction valve.
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