SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Sub/Naval + Other Games > Indie Subsims
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-26-19, 09:15 AM   #1
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default Blue Water Official Suggestions Thread

If you haven't seen the announcement thread yet, please take a quick look here.

Also keep in mind the development diary.

But with that out of the way...



Welcome to the Blue Water official suggestions thread!

To call the development team here small is an understatement, and many of the features have yet to be fully committed to.

As of the moment, we have for our game's core:

1. Realistic weapons and ranges
2. An adjustable "world scale" slider that modifies the range of all weapons and sensors
3. Time Compression
4. Skirmish and multiplayer modes
Etc.

It's impossible to list every little feature of a game, and maybe it's hard to come up with specific feature suggestions on something you've never played, but people have had a lot of years to come up with "what I'do differently about [similar game here]", and I'd appreciate feedback.

The project is for you, after all. So what have you always wanted to see in a realistic naval sim in the genre of Jane's Fleet Command or Battlestations: Midway? (leaning more towards realism)

Last edited by AzureSkies; 05-23-19 at 07:43 PM.
AzureSkies is offline   Reply With Quote
Old 03-03-19, 01:54 AM   #2
nikimcbee
Fleet Admiral
 
nikimcbee's Avatar
 
Join Date: Jul 2003
Location: Patroling the Slot.
Posts: 17,925
Downloads: 90
Uploads: 0


Default

Sweet, first in.
Something during the Cuban Missle Crisis would be cool.


See October Fury.


https://www.amazon.com/October-Fury-.../dp/0471468843


Or maybe something along these lines, the USS Scorpion goes hot.
https://www.amazon.com/Scorpion-Down...s=books&sr=1-1
__________________
nikimcbee is offline   Reply With Quote
Old 03-03-19, 03:29 AM   #3
Herman
Ace of the Deep
 
Join Date: Jan 2005
Location: Canada
Posts: 1,185
Downloads: 269
Uploads: 1046


Icon2

Quote:
Originally Posted by AzureSkies View Post
3. Time Compression
One of the severe shortcomings for Harpoon multi-player was the Time Compression. Any player could request 1:1 time or pause in order to issue orders. This was fine but, too often, some players forgot to increase time compression speed and most battles just crawled along at 1:1 unnecessarily.

There was no way to know who had requested 1:1 or which player(s) wanted to increase the speed. I think that some way to:

1) tell a player that he is the slowest and
2) what speed the other players are requesting

would be very useful.
__________________
Guidelines for ScenShare scenarios:

1) Enjoy creating it
2) Enjoy playing it
3) Enjoy sharing it
4) Enjoy helping others create them

The PlayersDB - The Harpoon Community's #1 Choice.

Harpoon3 Frequently Asked Questions
Herman is offline   Reply With Quote
Old 03-05-19, 12:28 AM   #4
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default

Quote:
Originally Posted by nikimcbee View Post
Sweet, first in.
Something during the Cuban Missle Crisis would be cool.


See October Fury.


https://www.amazon.com/October-Fury-.../dp/0471468843


Or maybe something along these lines, the USS Scorpion goes hot.
https://www.amazon.com/Scorpion-Down...s=books&sr=1-1
Replied in the main thread.

Quote:
Originally Posted by Herman View Post
One of the severe shortcomings for Harpoon multi-player was the Time Compression. Any player could request 1:1 time or pause in order to issue orders. This was fine but, too often, some players forgot to increase time compression speed and most battles just crawled along at 1:1 unnecessarily.

There was no way to know who had requested 1:1 or which player(s) wanted to increase the speed. I think that some way to:

1) tell a player that he is the slowest and
2) what speed the other players are requesting

would be very useful.
A great suggestion! I'll be sure to keep this in mind when it comes time for implementation.
AzureSkies is offline   Reply With Quote
Old 03-19-19, 05:22 PM   #5
Medley1991
Swabbie
 
Join Date: Nov 2017
Location: Belgium
Posts: 12
Downloads: 1
Uploads: 0
Default

You says : "you will take command of NATO and Soviet battlegroups, airbases, submarines and land installations"

NATO, all nations ? All naval/air units ?
Medley1991 is offline   Reply With Quote
Old 03-26-19, 07:01 AM   #6
Terminus
Watch
 
Join Date: Jan 2002
Location: Australia
Posts: 27
Downloads: 38
Uploads: 0
Default

COOP Multiplayer would be good against AI or against other Humies.

Also hope the Australian Navy is there along with New Zealand, since we operated the same class of ships for the most part.


Terminus
__________________
regards
Terminus
Terminus is offline   Reply With Quote
Old 02-26-19, 11:51 AM   #7
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 28,024
Downloads: 22
Uploads: 0


Default Welcome aboard!

AzureSkies!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is offline   Reply With Quote
Old 03-01-19, 03:46 AM   #8
Amiral Crapaud
Electrician's Mate
 
Join Date: Sep 2002
Posts: 139
Downloads: 2
Uploads: 0
Default

Good luck team!
Amiral Crapaud is offline   Reply With Quote
Old 03-03-19, 01:47 AM   #9
nikimcbee
Fleet Admiral
 
nikimcbee's Avatar
 
Join Date: Jul 2003
Location: Patroling the Slot.
Posts: 17,925
Downloads: 90
Uploads: 0


Default

Best of luck.


Will it be 1980's only or earlier in the Cold War? Cuban Missle Crisis would be cool.


See October Fury for reference:
https://www.amazon.com/October-Fury-.../dp/0471468843
__________________
nikimcbee is offline   Reply With Quote
Old 03-03-19, 05:06 AM   #10
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,090
Downloads: 68
Uploads: 7


Default

Best of luck its been over a decade since a decent surface naval game has been on the shelf think the last one was destroyer command
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 03-05-19, 12:25 AM   #11
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default

Quote:
Originally Posted by Aktungbby View Post
AzureSkies!
Quote:
Originally Posted by Alain-James View Post
Good luck team!
Thanks!

Quote:
Originally Posted by nikimcbee View Post
Best of luck.


Will it be 1980's only or earlier in the Cold War? Cuban Missle Crisis would be cool.


See October Fury for reference:
https://www.amazon.com/October-Fury-.../dp/0471468843
The possibility of later expanding it to other time periods is open, but as of the moment, the focus is early 80's (end of 1983, specifically). But if the current project meets enough success, there's always the possibility of opening up earlier in the cold war.

Quote:
Originally Posted by Kapitan View Post
Best of luck its been over a decade since a decent surface naval game has been on the shelf think the last one was destroyer command
That's a huge part of the reason this project exists. And Destroyer Command was great!
AzureSkies is offline   Reply With Quote
Old 05-27-19, 02:25 AM   #12
ChiefCommander33
Bilge Rat
 
Join Date: May 2019
Posts: 1
Downloads: 2
Uploads: 0
Default

Quote:
Originally Posted by AzureSkies View Post
Hello everyone!

I'm pleased to announce the committed development of this new naval strategy game, Blue Water.


[in-game screenshot with UI overlay disabled. Post edited to replace old art]

The name is a reference to the maritime geographical term, "Blue-Water Navy".

It's been a long time since either Sonalysts' Jane's Fleet Command or Eidos Hungary's Battlestations: Midway graced the naval game community, and Blue Water intends to fill the big shoes they left: That of a surface-fleet, real-time naval strategy game.

Set at the end of 1983 in a "Cold War gone hot" scenario, you will take command of NATO and Soviet battlegroups, airbases, submarines and land installations to decide the world's future. You will be able to take command of one vessel at a time and switch between them, or issue orders from a strategic map.

The Soviet and US Navies were very different, however, it is possible to find some ships that had striking similarities in the most important metrics (such as range, type and effectiveness of armament, etc). As such, there's planned to be two different kinds of missions: Symmetric and Asymmetric. In Symmetric maps, roughly equivalent battle groups will be pitted against each other. In Asymmetric, the fleet composition is more broad and better reflects the different doctrines of the two navies.

There will be realistic weapons and ranges, an adjustable "world scale" slider that modifies the range of all weapons and sensors, skirmish and multiplayer modes, and much more. All these features may not be available on the early alpha version of the game, but will be released with free future updates.

On that note, I'm proud to say I'm committed to the old-fashioned, microtransaction-free model of gaming.

But as for now, it is extremely early in development, but with dynamic water interaction and a unique and immersive order/control scheme, it's already looking very promising and I'm very excited to be working on it.

Be sure to check out the development diary and suggestions thread.

Sincerely,
Azure Skies, LLC


I'm excited for this game. All I see are WW2 submarine games. Don't get me wrong, I enjoy playing them but I want to play a sub and surface more modern day naval game with modern day navies and weapons. A simulator game in that capacity where you can still give order, move around inside the vessel and command it like a modern day vessel would be awesome. I even thought about learning how to code and to become a developer to create a game of this sort if no one was going to create one. I wish you guys the best of luck and I will be following your progress! I can't wait to play this. Let me know if you need a tester. I would be happy to assist.
ChiefCommander33 is offline   Reply With Quote
Old 05-27-19, 04:06 PM   #13
Sea Demon
Ocean Warrior
 
Join Date: Mar 2004
Location: USA
Posts: 2,552
Downloads: 33
Uploads: 0
Default

Checking in. Still watching this product closely with great interest. Fantastic update on May 23rd in the Development Diary. The Juliett sub model looks great! Can't wait til we see shots of weapons on their way to the target. The sky looks great (sunset), and the water is equally as good as what we're seeing in DCS. Haven't seen it in motion yet though.



If you do an early access release, do you envision monthly updates for completion? Or do you see large block updates that come much later?


I for sure would purchase an early release, even if bare bones....but would hope updates would come routinely. (for what it's worth)



Waiting for screenshots of your next vehicle.....
Sea Demon is offline   Reply With Quote
Old 05-27-19, 08:52 PM   #14
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Nuke

Quote:
Originally Posted by ChiefCommander33 View Post
I'm excited for this game. All I see are WW2 submarine games. Don't get me wrong, I enjoy playing them but I want to play a sub and surface more modern day naval game with modern day navies and weapons. A simulator game in that capacity where you can still give order, move around inside the vessel and command it like a modern day vessel would be awesome. I even thought about learning how to code and to become a developer to create a game of this sort if no one was going to create one. I wish you guys the best of luck and I will be following your progress! I can't wait to play this. Let me know if you need a tester. I would be happy to assist.
Honestly not too far off from what I did. I was already familiar with code and I've been modding games - even here on SUBSIM with my personal account - for over a decade.

Like most things, it's more difficult than it looks but still possible with enough commitment.

Quote:
Originally Posted by Sea Demon View Post
Checking in. Still watching this product closely with great interest. Fantastic update on May 23rd in the Development Diary. The Juliett sub model looks great! Can't wait til we see shots of weapons on their way to the target. The sky looks great (sunset), and the water is equally as good as what we're seeing in DCS. Haven't seen it in motion yet though.



If you do an early access release, do you envision monthly updates for completion? Or do you see large block updates that come much later?


I for sure would purchase an early release, even if bare bones....but would hope updates would come routinely. (for what it's worth)



Waiting for screenshots of your next vehicle.....
I'm very happy to hear that - and that's kind of funny you mention seeing it in motion - I keep thinking to myself, "it doesn't look nearly as good in still pictures...", so I can't wait to capture some video of it.

Monthly updates may be possible, but also may not be practical. We'll have to see. But I'll keep in mind that the playerbase would prefer more frequent updates.

The bigger updates will certainly take time, though. There's one in particular that I really look forward to seeing the community's reaction to, but that's a long ways down the road.
AzureSkies is offline   Reply With Quote
Old 06-11-19, 03:58 PM   #15
Medley1991
Swabbie
 
Join Date: Nov 2017
Location: Belgium
Posts: 12
Downloads: 1
Uploads: 0
Default

Yeah, nice to see the advancement in the dev process. That's look amazing !
In case of Early acces, it's very important for making a devblog on a website, and making a weekly news. Not necesery a update but keeping a contact with comunity is very important.

For exemple, you can see the devblog form Airport CEO dev's.

I am very exiting about this project, and i buy day one the early acces.

Medley1991 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:57 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.