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Old 07-31-16, 04:48 AM   #106
Onkel Neal
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Originally Posted by klingenj View Post
When I read about this - and realized he actually moved to Sweden to follow up on this project - that's when I was completely sold.
And I had completely decided a few years ago I had done enough traveling and would never fly again!

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As a guy much more interested in the American submarines than the German ones, I wish this were about American boats. But realistically, if this is to be a success, it must succeed in the European market. That means U-boats.

It's great to see Neal put his money and his body where his mouth is. It's great to see a team of programmers whose main interest is submarines, not FPV shooters.

I love the idea of a cooperative game where players take stations in the submarine to perform those specific tasks. I think the key to making that happen is whether the guy with an hour to burn can jump to the sonar station of a boat already in action without disrupting the play of the other characters already there, and whether they can jump back out after they run out of time without disrupting the other guys playing in that boat.

Guys with no life have to integrate in a positive way with guys who steal an hour from an otherwise busy life, popping in and out of the game. Both sets have to be equally happy to play.

Looks like that's the direction you're headed! I hope you sell lots of games that people are dedicated to for ten years, and that you use some of the profits to produce a game about American submarines.

Hi Steve, if you are in this thread it means we are moving in the right direction.

Quick question, have you played the demo with three other players yet?
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Old 08-02-16, 09:50 AM   #107
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Is the team keeping the 4 players concept? If i recall correct when listening to the developer Q & A it was mentioned that 5 or 6 might be the new minimum.
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Old 08-02-16, 10:59 AM   #108
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Sticking with 4. Sure, it would be cool to have 6+ but how likely is it there would be many 6 man teams all ready to play at the same time...?
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Old 08-02-16, 11:11 AM   #109
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If it is well organized don't underestimate that chance though

but yeah sounds good that it is staying with the 4 players setup.
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Old 08-02-16, 03:53 PM   #110
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(...)how likely is it there would be many 6 man teams all ready to play at the same time...?
Uhm... two uboats cooperation here?
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Old 09-04-16, 06:48 PM   #111
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I came upon this post when I was looking around. I read about your adventure into being an entrepreneur. I don't recall reading anything about you needing any money. Which is a great way to start ,if you're going to be an entrepreneur. If you do read this post, I would like to offer my time freely to beta test your idea , of a good realistic submarine game . I am even willing to invest in what ever computer I might need to play. The one I have is at its limit with silent Hunter three-- GW X
being in the light
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Old 09-04-16, 11:36 PM   #112
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hi Rebel, thanks, we will definitively be checking with you when it's time to do some beta testing, sir.
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Old 09-05-16, 04:51 AM   #113
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I'm hoping beta versions will be available to the community to try out, now that it is no longer an option to contribute early on for access during the games development.
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Old 09-23-16, 07:40 AM   #114
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Quote:
Originally Posted by PL_Andrev View Post
As a guy much more interested in the Japanese submarines than the German ones (...)


Hope devs & Neal make this game moddable, so American, British, Japanese, Italian, Russian or "Surcouf" career will be possible to implement by modders and play.
Oh god yes, I'd be the first to mod the hell out of this game
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Old 09-23-16, 07:46 AM   #115
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Quote:
Originally Posted by Onkel Neal View Post
Sticking with 4. Sure, it would be cool to have 6+ but how likely is it there would be many 6 man teams all ready to play at the same time...?
Having different scale u boats with different advantages and disadvantages and optimal crew size (small -4) (large +4) that might solve this, but I have no information on the capabilities of the team, but if modding will be a thing then that might be a option

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Old 10-01-16, 10:49 AM   #116
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Icon10 an interesting time to return

I've just popped by for the first time in ages and look at that news! If a quality subsim is in the pipeline that plays without the endless headaches of the Silent Hunter games then I'm a happy fellow. Good luck to all involved. (Personally I prefer they type IX but lets not be picky). Back to trying to get SH4 to stop crashing in the meantime...again.
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Old 10-06-16, 01:52 AM   #117
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Sticking with 4. Sure, it would be cool to have 6+ but how likely is it there would be many 6 man teams all ready to play at the same time...?
Are you guys looking at Pulsar: Lost Colony at all? It's a very similar basic concept- 5 man co-op crew operates a ship in station-based gameplay, runs around the interiors operating stuff/fighting fires etc. They have a drop-in drop-out model and it's usually no problem getting a 5 man public crew together on a weeknight, and this is in Beta. They also have bots, though. If credible bots can fill player slots, and there's decent drop-in drop-out functionality, I would hope for an upper limit of 6 or so on the crews.

Also I would like to echo Rockin Robbins and other in hoping for an eventual American boat expansion or the game being moddable to allow it. If I can finally run a proper Dick O'Kane tracking party on my bridge, I'll be happy as a clam.
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Old 10-15-16, 05:19 PM   #118
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This is a GREAT idea.

I can't find it as early-access on steam yet, how do I support it right now?
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Old 09-15-20, 03:08 PM   #119
Onkel Neal
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Ba-bam!
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Old 09-16-20, 11:31 AM   #120
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Wolfpack on Steam store page:
https://store.steampowered.com/app/490920/Wolfpack/
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