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04-01-20, 11:18 AM | #1 |
Grey Wolf
Join Date: Aug 2007
Location: Sweden
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Wishlist and feature ideas
Do you have some ideas about how a battleship sim would work?
Feel free to share your wishlist and feature requests here. I will start off with some visions I have: -A rank system where you start off as captain of your ship, with little choice but to follow orders from the admiral. Perform well and become an admiral with control over destroyers, cruisers and battleships in your taskforce. With a good reputation you can have influence over Uboat and luftwaffe patrols. -Advanced ship management, where you can setup the engines performance. -Advanced damage system where each individual engine, and every electrical system can be damaged and reduce you ships performance. Loose one diesel generator and you may not be able to use the power hungry radars. -A dynamic, replayable campaign.
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My WIP Battleship simulator, Battleship Command: Scharnhorst Want to support the project on Patreon? Here's the link! |
05-09-20, 08:27 AM | #2 |
Planesman
Join Date: Sep 2016
Location: Melbourne, Australia
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hi Bracer
sorry i forget what i may have queried already - but will the game have weather and visibility and sea state changes - i see the ship bobs up and down now on the waves, how does this effect firing and other things currently? a dynamic campaign is always the gold star thing to achieve but likely the hardest of all i think a custom mission generator would be good too- especially in the interim in fact , if you have a few more scenarios - historical encounters (gotta have North Cape and sinking of Ark Royal to some approximation at least) and a custom mission maker or even just random mission generator then you have pretty much a complete game and the campaign can just come later other wishes would some command of other ships - maybe some destroyers, not simulating them, but just that you can issue some orders to them and which they might even not follow if during the heat or battle or if there is some comms damage , or bad weather. - a scout plane that can be launched and retrieved - perhaps it just comes down and lands somewhere in the vicinity of the BB and either you animate the crane to pick it up and bring it back in (showing this would have to be a first for naval simulation games i think) or just if the plane gets close enoughyou will just automatically pick it up and it would be ready to use again after some estimated time it takes to reset and refuel etc - of course weather and ship damage would be factors |
05-09-20, 09:29 AM | #3 |
Grey Wolf
Join Date: Aug 2007
Location: Sweden
Posts: 765
Downloads: 15
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Hey agathosdaimon!
Good suggestions! I actually have plans for all these wishes. Friendly AI and mission editor is very high on the todo list. Scoutplanes are also mandatory to implement, atleast as a nonvisual aid, but preferably modelled in 3d as you mention. Regarding the ships movement on the waves, it has little actual effect. The Scharnhorst is equipped with stabilizers for the directors (which you can turn off the see the effect) and the guns also has triggers connected to the stable element which holds fire until the roll/pitch of the ship is in level. If the stabilizers break from damage, then there is a problem...
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My WIP Battleship simulator, Battleship Command: Scharnhorst Want to support the project on Patreon? Here's the link! |
04-15-23, 05:59 PM | #4 |
Loader
Join Date: Sep 2007
Location: Canada
Posts: 89
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A playable Royal Navy vessel at some point? Following the project btw
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04-15-23, 10:49 PM | #5 |
Gefallen Engel U-666
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Welcome back!
araptor_341! ...after a 3 year 'silent run'.
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
04-16-23, 03:35 AM | #6 | |
Grey Wolf
Join Date: Aug 2007
Location: Sweden
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Quote:
Yes, that would be cool, and it is something I wish for aswell. Currently only other axis vessels are in the plans, but far down the line. But for some quick scenario I guess adding playable allied ships should be fairly easy. Yeah, I recognize your name from Discord 🙂
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My WIP Battleship simulator, Battleship Command: Scharnhorst Want to support the project on Patreon? Here's the link! |
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08-02-23, 09:55 PM | #7 |
Stinking drunk in Trinidad
Join Date: Oct 2011
Location: Arkansas, USA
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A free roam mode, for when you just want to play with the ship, without battles.
A "Hide UI" hot key for a clear screen when taking screenshots. |
08-03-23, 08:37 AM | #8 | |
Grey Wolf
Join Date: Aug 2007
Location: Sweden
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Quote:
Thanks for the suggestions! Free roam is implemented, you can add merchants as target practice or bring along some friendly ships to practice commanding a fleet. I will add a hide UI key to the list! Cheers!
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My WIP Battleship simulator, Battleship Command: Scharnhorst Want to support the project on Patreon? Here's the link! |
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08-03-23, 03:12 PM | #9 | |
Stinking drunk in Trinidad
Join Date: Oct 2011
Location: Arkansas, USA
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Quote:
I will DEFINITELY be purchasing this title. |
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08-23-23, 02:02 AM | #10 |
Stinking drunk in Trinidad
Join Date: Oct 2011
Location: Arkansas, USA
Posts: 349
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I was just playing, "War On the Sea", and after a battle I had a cruiser burning from stem to stern, with heavy flooding. It probably should have sunk, but I manually managed Damage Control and eventually saved it, reducing damage from Heavy to Minor, and flooding from Heavy to None. She had 100% speed and 99% efficiency when I was done. I lost one secondary gun mount.
I'd like to see an in-depth Damage Control system in Battleship Command if it would be reasonable to implement such a system. Maybe have an option for automatic DC or Manual, with the ability to switch by clicking an in-game button. I'm hoping that the game will get a Steam page fairly soon, with a demo available. I think that would make a lot more potential customers aware of it, and begin to build some anticipation for the title. This is probably my most eagerly awaited new title. I'm hoping that it's a resounding success. Having watched all the videos, I'm excited! |
08-23-23, 04:29 PM | #11 |
Grey Wolf
Join Date: Aug 2007
Location: Sweden
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Thanks for the kind words Oubaas!
Yes, damage control will have a vital role in the game since you need to make it back home to base in the patrol type missions. I am still refining how I will implement it, but it will be possible to handle it manually or let the crew take care of it. I can't say anything yet about Steam/demo/early access 🙂 But hopefully I can announce a plan soon.
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My WIP Battleship simulator, Battleship Command: Scharnhorst Want to support the project on Patreon? Here's the link! |
08-23-23, 10:23 PM | #12 | |
Stinking drunk in Trinidad
Join Date: Oct 2011
Location: Arkansas, USA
Posts: 349
Downloads: 65
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