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View Poll Results: Single player UI
Add icons to the screen that allow a player to change course, speed, depth with a click 63 48.46%
Add icons to the screen that place the player in the compartment to manually change course, speed, depth 59 45.38%
Leave single player UI out 1 0.77%
Other (posted below) 7 5.38%
Voters: 130. You may not vote on this poll

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Old 07-19-16, 06:55 AM   #1
Chromatix
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Quote:
The game could ship with a basic crew ability for novices or you could start with a crew that is not trained at all.
Real submariners start off as moderately experienced (surface) sailors. They would be perfectly capable of handling basic duties such as helmsmanship and rope-handling from the outset. Diesel-electric machinery might give them more trouble.

From a gameplay perspective, I don't relish the prospect of having to personally train my crew from scratch. They should be capable of doing their assigned duties at a basic level from the start, and improve their speed/range/accuracy with time and drilling. A few practice crash-dives really helps to get the diving time down...
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Old 07-19-16, 02:01 PM   #2
THE_MASK
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Quote:
Originally Posted by Chromatix View Post
Real submariners start off as moderately experienced (surface) sailors. They would be perfectly capable of handling basic duties such as helmsmanship and rope-handling from the outset. Diesel-electric machinery might give them more trouble.

From a gameplay perspective, I don't relish the prospect of having to personally train my crew from scratch. They should be capable of doing their assigned duties at a basic level from the start, and improve their speed/range/accuracy with time and drilling. A few practice crash-dives really helps to get the diving time down...
You obviously didn't read this part .
''Alternatively you could have a fully trained crew package at the start of the campaign or anything in between '' Its just an idea , probably will never happen .
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Old 07-19-16, 04:11 PM   #3
makman94
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the captain's seat...

thats exactly the 'mask' of the developers who are avoiding to make a submarine simulator

i am not saying that captain's seat has no interest (on the contrary it has a lot. in fact , every 'seat' has its own interest). i am saying that the games which are focusing at the ''captain's point of view' has not the need to be a submarine simulator.

the captain's 'trap' is torturing the submarine simulators for many years now.
the 'sim' part in silent hunter series has stopped at sh2. after that game, nothing added to the sim engine (except the real navigation in sh5 but i am not sure if this is an achievement of ubi devs or an achievement of our great modder TDW aka RACERBOY)

i see so many enthusiasm for real navigation which to some of you may have no interest but to others has a lot.But if you want to seat on navigator's seat there is the need of sim elements to be programmed

if you want to seat on sonarman's seat....there is the need of sim elements to be programmed

if you want to seat on weapon's officer's seat ...there is the need of sim elements to be programmed (which is the only part that was modelled in the first games of sh series)

if you want to seat on engine's officer's seat ...there is the need of sim elements to be programmed...and so on.

see my point of view ? every seat has its own interest but every seat (exept captain's seat) needs sim elements to be programmed.

my preference seat is the sonarman's seat (see 688i , this is how is done a game which can be called as sim) , then is weapon officer's seat and then i would say navigator's seat.

coming to my conclusion: give us the 'seats' and let everyone play at the style he wishes
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