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Old 06-01-20, 05:08 PM   #1
FPSchazly
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I feel like it's a rhetorical question to ask if we would support such a game. Yeah, of course! I feel like this would be the easiest of your obstacles to hurdle. What else do you need?
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Old 06-03-20, 01:49 AM   #2
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Quote:
Originally Posted by Julhelm View Post
What have you worked on or produced before? Any artist worth his salt can produce fancy graphics. It's the other stuff that is challenging.
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Originally Posted by FPSchazly View Post
I feel like it's a rhetorical question to ask if we would support such a game. Yeah, of course! I feel like this would be the easiest of your obstacles to hurdle. What else do you need?
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Well do you have something to show?
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...Have you already experience with a complex simulation project like this ?

These are all reasonable questions guys!
But let me make a proper introduction to our studio first.
We are professionals in the corporate environment both on IT and Software Development sectors with 25years experience.
We are also the creators of the FlatUniverse multiplayer space shooter that is being used as a testbed for many technologies that we are going to use on a project like this (networking, sensors, ai, graphics, data serialization etc).


We are the MaslasBros and that is what we propose...

Modern Naval Warfare



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Old 06-03-20, 02:04 AM   #3
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And here is a direct link to our first teaser:





We hope you like it!
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Old 06-03-20, 02:06 AM   #4
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the feature list is nice - as is the trailer....but I would estimate the effort is at least several man years looking at your planned scope.

Do y want to do this as a hobby project or fulltime ?
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Old 06-03-20, 06:16 AM   #5
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the feature list is nice - as is the trailer....but I would estimate the effort is at least several man years looking at your planned scope.

Do y want to do this as a hobby project or fulltime ?

Thanks...


Your estimations are correct but we are not looking at it as a hobby project as you mentioned, not at all.
Our project management and workflow gives us the advantage to give core features and expanding features later... but that depends on the funding that we will manage to raise.


These features mentioned are features that we can actually provide and we are "not theoretically" talking here.
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Old 06-03-20, 07:01 AM   #6
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You've got some stuff there, looks interesting! Seems you're early in development. Do you have any interior shots or shots of stations?
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Old 06-03-20, 02:23 PM   #7
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You've got some stuff there, looks interesting! Seems you're early in development. Do you have any interior shots or shots of stations?

We have a rule to only show media that reach some quality standards and these standards are hi!



I only take the privilege to show this image because it is already uploaded on the website or else the rest of the team will hang me.




It is evident that Virginia is the first class that will be introduced.


We are on early development for a project of that magnitude. For those who know and understand there is a great series of finished jobs on the back end that we cannot show off.


Support us and we will publish it sooner
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Old 06-18-20, 12:49 PM   #8
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My apologies, I had actually seen that image on your website but I appreciate you posting it again here. Your game looks like it has some promise. What do you ask of this community with respect to support?
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Old 06-18-20, 07:20 PM   #9
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Default welcome aboard!

RoryGertrude! Always good to have a Minnesotan aboard
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Old 06-18-20, 07:24 PM   #10
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WOW, this looks amazing! Cannot wait to buy it and test it out for myself!

Great work!
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Old 06-19-20, 01:26 PM   #11
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My apologies, I had actually seen that image on your website but I appreciate you posting it again here. Your game looks like it has some promise. What do you ask of this community with respect to support?

For the time being, spread the word! Let's show that there is place for this game on the market.


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WOW, this looks amazing! Cannot wait to buy it and test it out for myself!

Great work!

Cannot wait to sell it to you either.



All I am aloud to say for the time being is that we are on negotiations with a known publisher. Nothing is sure yet but I will be back with news pretty soon.


Thanks for the kind words. All of you!


Man your TMA stations and start tracking us
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Old 06-19-20, 05:56 PM   #12
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I think it's time for me as a pure player - and not as a producer or developer - to give you my opinion here. I've played almost all subsims which deserve that name and frankly: I don't think that any new submarine simulation although it can surely be done would be a golden egg as for financial success. The genre is simply saturated. If I want to play a submarine game, it's enough for me to buy or play what is already exsistant, no new game can IMO surpass what has been done by Ubisoft, or other great titles mentioned above like Cold Waters, Dangerous Waters, SH series, and even sub games of the 90s which some players prefer because of their simple gameplay and not for their stunning grafics. Even the niche of simplistic sub sims is filled (Crash Dive excels in this area.)
Then, an important factor for you to investigate is: These mentioned titles surely had (have) great success by submarine lovers, but were (are) they financial successes overall? Not in all cases I think.

Only thing I would buy at this point probably is a sub sim like Cold Waters but with multistations and *optional* complexity in the instruments of a submarine and crew management (go look at the original stand of U-Boat for that matter), but the dynamic campaign and re-playability would be crucial for me, also a convincing war environment in the form of an intelligent plot that comes with the campaign. Some days I find the simple UI of Cold Waters good enough to just 'dive' in the game, complexity is not a must for me. But problem for you is: there ARE such games already, maybe not with stunning grafics or included storylines or unexpected events now and then, but these may not be a buy criteria for a sub game. I simply have a very hard time to imagine how you could make it that much better to ensure you big revenues, but then: Some seconds to watch a good play-through video of yours could change everything for me to make it an instant buyer, that's what I hope!

Then another thing you may not find spoken-out too openly in these forums: For younger people, 'submarines' are a thing of the past, not a delightment of the present, more a thing for History books. Another analogy of the past: Why are there no tank simulators published so often today? Because even a 12-year old kid knows: Tanks are there to be shot down, it's their inevitable quick fate, no chance, no real fun in any sort of realism-oriented game. It's hard for young people to forget about super rockets and playing a WW1 or WW2 game; even modern submarines start to have this image of remote times. For you this means it can make a big difference (say lack) in the selling numbers for your title.



I hope this feedback is of some help to you, I wish you good luck with your project should it materialize.



Best greetings,
XS

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Old 07-20-20, 10:30 AM   #13
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If you're going to do coop-multi-station type stuff, you should build a lobby system like the old MPLAYER, just a simple lobby so everyone interested in playing can hobnob.

The old SFC series when it ran on MPLAYER was great for that. I wouldn't have ever been involved in that game if not for the great online community, and anything to do with SubSim.com usually has some great people to hang around.

Gives niche games legs when there is a community that comes along with it.

Just a thought.
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Old 07-21-20, 06:21 AM   #14
maslas
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Originally Posted by Caseck View Post
If you're going to do coop-multi-station type stuff, you should build a lobby system like the old MPLAYER, just a simple lobby so everyone interested in playing can hobnob.

The old SFC series when it ran on MPLAYER was great for that. I wouldn't have ever been involved in that game if not for the great online community, and anything to do with SubSim.com usually has some great people to hang around.

Gives niche games legs when there is a community that comes along with it.

Just a thought.

Yea that's the idea and we should call it "Officers Lounge" or something... Optimally the chat would be at sync with a specific Discord channel but that is only a thought for the moment.
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Old 08-03-20, 08:57 PM   #15
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One thing I haven't seen mentioned yet is accessibility.

The classic sub sims had an incredible depth of systems and tactics and assumed you, the player, were already familiar with them when you started. If not, go dig out the 400-page manual and spend the afternoon reading. Needless to say, these sims were not very welcoming to new players.

Doing one's own research should not be discouraged, of course, but new players should be able to learn the basics without resorting to manuals or Youtube tutorials. DCS has interactive tutorials for every aircraft so that players can learn how things work by doing it; anyone curious about why things work can take a peek in the manuals.

Long story short, a new sim like MNW is a great opportunity to grow our community but it will be more successful if it's approachable to people new to the genre. And making it accessible does not mean watering it down for the pros.
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