Thread: A few new ideas
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Old 06-20-23, 05:54 PM   #25
Fidd
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Join Date: Apr 2005
Location: Blighty!
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23. Rework of crush-depth, incremental damage/flooding from deep operation and session randomisation.

One of the weaker areas of this game, if I may be permitted to suggest it, is the reliability with which all manner of dangerous manoeuvres or assumptions may be made, because "values are known". Examples of this are visual ranges, where escorts may safely be regarded as unable to see you, crush depth, ability to drop to 185m and be unlocatable by enemy hydrophones and so forth.

I think the game needs more randomisation, within a wider set of values, so that these assumptions about how deep the u-boat may safely dive, where you can and cannot be seen, and the AI of DCing are made more "fluffy" as values.

For example, if "the ability for the AI to see" xyz was semi-random to a degree, then it'd no longer be possible to rely absolutely that an escort has not seen you because you're at such and such a range.

Similarly, to my mind, I'd like to see semi-random small leak events occurring in the boat as the boat gets below the semi-random crush-depth of that u-boat on that play-session. Meaning that it'd no longer be possible to dive the boat to 10m above the known crush-depth with no complicating issues of leaks, and without the certainty of the crush depth.....

Taking out these predictable behaviours and predictable sight ranges, crush depths, noise acquisition ranges etc will I think improve the game in the long term. Currently, as things stand, once you've mastered roles, and have learned "the values" of the things I cite above, it really removes any scope for further interest in the game. Which need not be the case....
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