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Old 01-30-13, 03:28 PM   #1
Bilge_Rat
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Subsims are dead.
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Old 01-30-13, 04:04 PM   #2
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Originally Posted by Bilge_Rat View Post
Subsims are dead.
Bilge_Rat, I am very dissapoint

We should just make our own!
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Old 01-31-13, 12:06 PM   #3
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Originally Posted by Cybermat47 View Post
Bilge_Rat, I am very dissapoint

We should just make our own!
You're young enough, go learn.

Personally, I'm waiting for DCS to realise they need a sub sim in their repertoire.
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Old 02-04-13, 07:52 PM   #4
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I strongly agree, any new subsim should do its best to distance itself from the Silent Hunter series.

After SH 5 I vowed I would not buy (or F2P) another Ubisoft product unless it was met with universal critical acclaim from both the press and the community.

I think it says a lot about the mindset of a company when its executive makes a statement that 95% of their customers steal from them. You seriously believe that? Incredible...... and insulting.

They release bug riddled software with broken or missing features, kick out a token patch or 2 that fixes issues that often have already been solved by modders, leave the hard coded bugs in, and walk away. Not just once, 4 times in the SH franchise alone. Cliffs of Dover worked out really well too didn't it? Glad I passed on that one.

Why would I keep supporting a company that behaves in such a way?

Btw, I feel bad for the guys on the ground who worked so hard on them.

The great thing about sims though is the fans tend to be very passionate about their hobby. I have little doubt that there is a group of people out there with big ideas for the next great subsim! Well there is here already!

I think there is still a market for a good (both quality & substance) subsim. I think if one were to appear, it would be very successful, and have large and dedicated folllowing.

I'm willing to wait, have many times

Wrt to aircraft, Rise of Flight is very good; I wait for sales to buy aircraft. I hear there's a deal in the works for a "real" sequel to Il2 as well
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Old 01-30-13, 04:15 PM   #5
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Originally Posted by Bilge_Rat View Post
Subsims are dead.
I think they are only "dead" because publishers don't want to make fund/them any more due to the risk/reward ratio... it's much easier to churn out an FPS/RTS or cute puppy game.

The market for subsims is still there. Most of the SH series achieved sales of around 300,000 which was considered a healthy number for a simulation game and sims have traditionally have had a longer shelf life than most other genre games. Ubi have developed SHO as a free to play primarily because they see the PC as being riddled with piracy, their CEO Yves Guillemot quoted a figure of 95%.

Ironically I believe in the case of SH5 it was their own "always on" anti piracy DRM scheme that negatively impacted on the sales which they may have wrongly attributed to piracy of the product resulting in a premature death of the dvd-rom series and the creation of Silent Hunter Online.
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Old 01-31-13, 11:57 AM   #6
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There is another interesting project - WarThunder (http://www.warthunder.com). At this moment this game is focused to the planes, but at the future the developers plan to add fleet units.

Some core ideas which may suggest submarine simulation available in the future:
  • There are some modes, and one of them is a 'simulation' (FRB) with limited ammo, view, physics model where player should control some features to avoid self-destroying,
  • Long time missions (for human controlled planes is 1 hour), or not limited time mission against AI,
  • Destroyers are "a light warship designed mostly to fight against enemy submarines and aircraft",
Hope dies last?


No more detailed info at all.
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Old 02-04-13, 04:09 AM   #7
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I seriously don't want ANOTHER Uboat sim. I'm so tired of World War II. Give me a nice Cold War subsim. I enjoy Dangerous Waters a LOT more than the Silent Hunter games and play it a LOT more. Cold War subsims are a totally untapped market! EVERYONE does World War II sims. I'm sick of them. I want my modern or Cold War era weapons systems and platforms!

My holy grails right now are 1. A new "Dangerous Waters", and 2. A new "Harpoon" (that actually works and isn't a buggy mess).

That said, I think that the game industry is only focused on "Mass Market" console games or apps for iPhones now. The tendancy now is to leave the PC's behind. PC game releases are getting rarer and rarer compared to console and smartphone games.

The other problem is, sadly, that I don't see us getting much in the way of "new blood" into the hardcore sim community. The younger people who we need to flow into the community are, for the most part, not attracted to games that are slow moving, and especially not ones where they have to read a manual to learn to play. Do you know how many people my Dangerous Waters manual has scared off from even giving the game a try? I'd love to give society the benefit of the doubt, but I just don't see the younger generation, that we need to bolster the community, having anywhere NEAR the attention span that's needed to play these games. I just don't see it.

This period that we're in now kind of feels like the way that the role playing game community dried up in the 90's. After a while, when I would go to a role playing game convention, it was just a bunch of us old guys there. There was a period where the younger people just weren't flowing in to keep it alive. Sadly, I see this happening with the hardcore sim community too. Most members are old and way outnumbers the new young blood.

In order to even get a company's interest in this, we're going to have to somehow attract new blood so that we can DEMONSTRATE our numbers and our interest.

So the question we should be asking is, "How can we attract younger gamers, and keep them engaged and interested?" and "How can we grow this community?"

The next best option would be some kind of "Kickstarter" campaign. But we're not going to get interest unless we show them that our community is large enough to maintain sales and is growing.

Maybe Subsim could become the next "Sonolysts"? I mean, we have plenty of REALLY smart people who know a LOT about modern naval stuff here. I'm sure that we have people who know how to make great game graphics here. Maybe Subsim should become a forum, AND a subsim creation collective?
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Old 02-04-13, 09:31 AM   #8
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Originally Posted by Blacklight View Post
The next best option would be some kind of "Kickstarter" campaign. But we're not going to get interest unless we show them that our community is large enough to maintain sales and is growing.

Maybe Subsim could become the next "Sonolysts"? I mean, we have plenty of REALLY smart people who know a LOT about modern naval stuff here. I'm sure that we have people who know how to make great game graphics here. Maybe Subsim should become a forum, AND a subsim creation collective?
I have a very similar thought of this in my mind for a long time now. I think that we won't get another sub sim game from a game studio (independent or publisher-bound) because we (submarine playing PC gamers) are a too small niche for them to start a financially risky project. After experienced SH3 to SH5, SHO isn't a sub sim gameplay-wise for me and I think for most of the other members too.
So the only solution is and will be: "develop our own sub sim".
There are just 3 options to do that:
1) just start the project (open-source or behind closed doors, doesn't matter)
3) start a crowd-funding project to hire a game studio
2) start a crowd-funding project to buy SH5 (what wouldn't work because of Ubi and SHO, so there are actually 2 options only)

Each option has pro and cons and I strongly believe that none option will work all alone. But i think that a good mix of 1) and 2) with the constant influence of our community and under the patronage of SUBSIM, which would for instance allow new members fill gaps where dev-team members quit, will work. Such a project should be SUBSIM-based because here all the flotillas and the submarine communities around the web are participating and can bring in man-power. SUBSIM-based would definitely bring in more support. Using a public part of the forum for reports of the development process, binding the community to the project and attract "new blood" and a closed area for the devs only would be working great (I experienced such a method back in my 9th-flotilla times, a german subsim forum, when we were doing SH3 mods and it worked very good).

Unfortunately I have to disappoint you Blacklight. A Uboat subsim should be the first goal to approach because with this theme we know the most technically. We have countless more resources for uboats, PTO submarines and the whole WW2 era than for modern warfare and modern naval weapon systems.
I have to admit that a cold war era and modern subs tempt me and one important feature of our self-made subsim game has to be a modular architecture where you can do campaign-based content and systems (DLL, scripts, assets, etc.) So it would be possible to create a cold-war campaign later on or parallel by enthusiasts.

As I mentioned above I have that thought of building an own submarine simulation for a long time now (to be honest since half year after SH3 was released). Over time there were similar threads like this one but the necessarity to stick more to this topic was never greater than now, because few years back SH4 and SH5 were in sight. But now there is nothing comparable anywhere, no projects like Danger from the Deep, no total conversation mods whatsoever. It's good to see that more people are interested in keeping our genre alive and start such forum threads.

I've backed and am following the development of Star Citizen by legendary Chris Roberts right now and over there I've got some pretty good ideas for how to do a SUBSIM sub sim.
And right here the very important question is raised: Will SUBSIM (Neal Stevens) support such a project?
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Old 02-04-13, 12:24 PM   #9
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Well,suggest you to have a look to Vehicle Simulator from Illan Pappini. Have quite lot of potential concerning Aeronaval stuff,and even AJ Weber has put a close eye into it in order to build new naval platforms ( surface+submarine ) for it.
Imagine we could improve the game with more effects,full combat capability and life detection/weapon systems for each platform.

Can be an interesting future
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Old 02-04-13, 02:02 PM   #10
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We need the submarine equivalent to this:

Project C.A.R.S. :
- http://www.wmdportal.com/projects/cars/

Community created, PC focused, best graphics possible, best physics possible, all the realism we can put into it, continuous community based feedback and testing.
And it would certainly be cheaper, without having to pay for official licenses (cars brands, tracks, in that case) and other things.

We have a tremendous mod community that always fixed SH games along the years with impressive results... completely transforming them and adding the features we always wanted with great detail and accuracy.

All this time we have been demanding those tons of things that Ubisoft doesn't want to deliver because is not profitable in their eyes. SHO is the ultimate chance for them to make money out of the franchise... they tried dumbing it down in "SHV" to make a few more bucks and they are now desperate to make it even more reachable to casual gamers and cash some real money. We all know how big companies work.

If we want something done the way we want, we might have to do it ourselves. Subsim community is still very large and I think it can be done.
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Old 02-17-13, 01:45 AM   #11
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Originally Posted by Blacklight View Post
I seriously don't want ANOTHER Uboat sim. I'm so tired of World War II. Give me a nice Cold War subsim.
But WW II sims have some pretty big advantages. For one, the whole environment changes between 1939 and 1945. You get sent right to the bottom if you're using 1939 tactics in 1945. How much have tactics changed since the invention of TAS?

Also, you're not going to actually do much in a cold war sim. No fiddling with the TDC - it's all computerized. Attacks are made from beyond periscope range, so there's nothing to see.

And a hot war in that era is over in a few days, max. There's no six years of increasingly dangerous duty.

Going the other way, a WW I sim is going to be pretty boring as well, but for different reasons. ASW is still in its infancy, so there isn't much danger until the war enters its third year. Hell, doctrine was to motor up to the victim, order its crew into lifeboats, and sink the ship with explosives placed by a boarding party. It isn't until the last year or so of the war that you had much to fear from the enemy. How is that going to be turned into an interesting game?

Quote:
My holy grails right now are 1. A new "Dangerous Waters", and 2. A new "Harpoon" (that actually works and isn't a buggy mess).
Amen to a new "Harpoon". I loved that game, especially after they got most of the bugs worked out.

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Maybe Subsim could become the next "Sonolysts"? I mean, we have plenty of REALLY smart people who know a LOT about modern naval stuff here. I'm sure that we have people who know how to make great game graphics here. Maybe Subsim should become a forum, AND a subsim creation collective?
I don't know enough about subs to make a modern sim, but if other people did the artsy stuff I can do some of the programming. I still think the best bet would be to buy the SH5 code base from Ubi and then finish it. Otherwise it's a years-long project, just like it was for Ubi.
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Old 02-17-13, 06:30 PM   #12
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Also, you're not going to actually do much in a cold war sim. No fiddling with the TDC - it's all computerized. Attacks are made from beyond periscope range, so there's nothing to see.
That's just not true.
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Old 02-18-13, 07:56 AM   #13
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I think with the WW2 v Cold War issue, it would need to be a modular system that can provide both (similar to X-Plane for Flight Sims, the engine provides the enviroment and it can be populated with what you put in it essentially) and any community-led game is likely to be more open to enable this than a commercially-driven one. So I don't think there should be too much debate about that one. Similarly this approach would easily enable the implementation of surface ships (I say easily, this is all pretty abstract and relative at the moment of course).

Eseentially, I think a focus on the core, shared elements first so a potentially great project like this doesn't get slowed down by discussion as to whether it should be WW2 or Cold War or anything else
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Old 08-15-13, 10:52 AM   #14
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The other problem is, sadly, that I don't see us getting much in the way of "new blood" into the hardcore sim community. The younger people who we need to flow into the community are, for the most part, not attracted to games that are slow moving, and especially not ones where they have to read a manual to learn to play. Do you know how many people my Dangerous Waters manual has scared off from even giving the game a try? I'd love to give society the benefit of the doubt, but I just don't see the younger generation, that we need to bolster the community, having anywhere NEAR the attention span that's needed to play these games. I just don't see it.
In the hardcore simmers world, there are some distinctions to make.

That community is at least to be divided in half. One half being made up of simmers like you and the other half made up of gamers pretending and asking to be recognized as hardcore simmers when in fact they are buying and playing hardcore sims, in Arcade mode.

Such players are not committed to a simulation, but to an entertainment mode where they can blow the Crap up, in ways that seem to them REALISTIC, with all the Hollywood effects to feel like they were a "A LETHAL WARRIOR". They would meet up on line with their manned up bodies, play a Sim in Arcade mode and club AI baby seals, because "Force on Force" was too hard. Then brag about how good they were. I have seen it, experienced it in Tactical Gamers, SimHQ, etc... playing games such as Arma's, Steel Beast Pro pe, Swat 4, etc...

Hence, your DW manual did not interest them and never will. That is the acid test to separate the wheat from the chaff.

A real hardcore vet simmer, will still be a simmer tomorrow, a fake hardcore simmer will switch after a while to console gaming, anything that shines and easy to play.

The new gaming generation goes for ease. Moreover, the ones attracted to sims, will have the same interests in simulation as their counterparts before. People wanting to be James Bond for an hour pretending to be a Hardcore simmers so their wives and kids will leave them alone "SIMULATING", and not have an imaginary stigma attached to "playing a computer game". Then, the other 1/2 that eat, breath the simulation of the complexity and operation of some technologies, and enjoy it.

The only difference today, is the availability of platform variation to play a game.

I have been a gamer for 20 years, and I have seen it and experienced it!

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Old 08-15-13, 11:32 PM   #15
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Hence, your DW manual did not interest them and never will. That is the acid test to separate the wheat from the chaff.

are you saying you have to play DW to be a hard core simmer? i sure hope not because DW may not have the same alure to them and cannot get into it for their own reasons perhaps being a modern simulator and not a WW2 simulator for example.
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