SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-13-11, 11:41 AM | #136 |
The Old Man
Join Date: Jul 2005
Location: Canada
Posts: 1,448
Downloads: 10
Uploads: 0
|
|
01-13-11, 11:58 AM | #137 | |
Commodore
Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
Uploads: 0
|
Quote:
|
|
01-13-11, 12:06 PM | #138 | |
Navy Seal
Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
|
Quote:
|
|
01-13-11, 12:27 PM | #139 |
The Old Man
Join Date: Jul 2005
Location: Canada
Posts: 1,448
Downloads: 10
Uploads: 0
|
Exactly. Look at Railworks 2, they have around 70 DLCs between $5 and $40, and still they come. If they can do that with trains, I figure this would be a good way to make a navy game profitable for Sonalysts.
Because let's be honest - all the fancy pants suggestions on the first few pages will never be possible unless the developers are making money. Last edited by fatty; 01-13-11 at 01:00 PM. |
01-13-11, 01:21 PM | #140 |
Captain
Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
|
I haven't read the entire thread...sorry.
I really liked the concept of Fleet Command. It was sort of a fast food version of Harpoon but the bugs made it frustrating to play. I would like to see another attempt at the concept. Modern naval sims should be strategic since so much of the platforms and weapons are geared towards stand-off engagement. I have no idea what Sonalyst's forte is but it would be interesting to see what they could come up with by way of a WW2 boat sim.
__________________
Gaming Computer Specs: CM Stacker 930 DFI LP UT X58-T3eH8 i7 920 CPU TR 120 Extreme HS (lapped) 6 GB OCZ Platinum 1600 (8x175 = 1400) BFG GTX 295 Silverstone DA1000W PSU Sony GDM-FW900 24" Wide Screen CRT WinXP Pro 32-bit |
01-13-11, 01:54 PM | #141 | |
Commodore
Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
Uploads: 0
|
Quote:
Such a thing would be better developed by the normal group of eye candy game developers. You don't need a room full of engineers with PHDs in acoustics and electronic warfare to make a ww2 sim. A ww2 sim is to a modern sub sim what a calvalry sim would be to to DCS (Digital Combat Sim). In the end there are dozens of developers with the necessary talent to make a ww2 sim, while SCS is one of the very few with the staff that can simulate modern naval warfare accurately. |
|
01-13-11, 02:27 PM | #142 |
Planesman
Join Date: Dec 2006
Posts: 192
Downloads: 77
Uploads: 0
|
|
01-13-11, 02:36 PM | #143 |
Navy Seal
Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
|
|
01-13-11, 04:05 PM | #144 |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
I'm with Takeda-sama here. I suppose 3D stations would be nice to have, but it's a very small improvement and they only have so much money to spend.
__________________
|
01-13-11, 05:06 PM | #145 | ||
Watch
Join Date: Nov 2007
Posts: 29
Downloads: 34
Uploads: 0
|
Quote:
Quote:
|
||
01-13-11, 05:24 PM | #146 |
Admiral
Join Date: Jun 2010
Location: Canada
Posts: 2,272
Downloads: 58
Uploads: 0
|
after some thinking, Most of us are down for anything just think about it, there are exactly 0 naval sim in development even the silent hunter and battlestations series have stopped development I guess we would be willing to buy anything especially after maybe 1-2 years after silent hunter 5 and battlestations pacific have become outdated |
01-13-11, 07:07 PM | #147 |
Commander
Join Date: Apr 2005
Posts: 459
Downloads: 30
Uploads: 0
|
Three words: full dynamic campaign. Let me wander the North Atlantic for a month after a Red Storm Rising type scenario starts to unfold. Let me patrol the Eastern Seaboard in peacetime looking for Russian subs (each successful ID gives you a brownie point or such). A Chinese campaign where I get to lob Tomahawks against Chinese installations while trying to dodge their electroboats.
|
01-13-11, 07:54 PM | #148 | |
Silent Hunter
Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
|
Quote:
Now I realize their brilliancy in abstracting systems.
__________________
|
|
01-14-11, 01:15 AM | #149 |
Sailor man
Join Date: May 2001
Location: New Zealand
Posts: 47
Downloads: 5
Uploads: 0
|
My 2c:
A Fleet Command sequel or the like would be my preference. If feasible with multiplayer compatibility with Dangerous Waters, or the ability to also control platforms in the new game too (existing platforms is fine - this will already be enough work I'm sure). I would foresee this working by allowing players to command a side as "Fleet Commander" (as set in the scenario - Side 0 through to Side 9 would allow for 10 players - alliances etc to be set by scenario designer). In addition to this, players could control the playable platforms, and would be able to receive instructions from the Human and/or AI fleet commander. For example - the Fleet Commander would like a player to identify an unknown surface contact. He sends the command via the interface (eg Identify Track 4123), which the player receives as a radio message (Identify Track L123) which would also come as an unknown over the link data. Submarines should only be able to receive orders, link updates or send/receive team chat messages when at comms depth with the radio antenna/floating wire raised, but the fleet commander would also be able to utilise the come to comms depth command. Support or at least compatibility with Linux (or Wine) would also be a great feature IMHO. Minor graphics improvements would be welcome, but this should be on a basis of what is easy to implement, not what looks perfect. 2D stations for player platforms are fine (although even greater realism à la Fast Attack would be great!). We are dealing with a niche simulator, eye candy is just that - candy. I'm not expecting a 3 course meal. Comments Regarding Dynamic Campaign: A dynamic campaign also sounds like a great single player feature. If this is implemented, please also introduce the ability to go to greater levels of time compression (2048x min), with the ability to automatically jump to 0x or 1x TC when a new contact is detected, either by any platform in a FC style simulator, or by the autocrew in a DW style simulator. I can imagine the games' background processing of sonar and other game data would be very difficult at high compression levels, so this would need to be simplified and processed by autocrew in the case of player controlled platforms. This is just a wish list - I'm already a certain purchaser of any new SCS product, and can't wait to hear further information |
01-14-11, 11:47 AM | #150 |
Swabbie
Join Date: Jan 2011
Posts: 7
Downloads: 0
Uploads: 0
|
Nice SDK, like Microsoft Flight Simulator 9 or X. Developers could create new platforms, mods etc.
|
|
|