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Torpex752
07-13-07, 04:11 PM
This is just my idea to see what anyone else would like to see in an expansion pack for SH4 if one were to be developed. So PLEASE no rants or anything other than ideas.

My First desire would be to be able to conduct a bombardment mission similar to the ones Flucky & The USS Barb did.

The second one would to have some new/expanded features on the boats, like Port & Stbd engine control.

Third- remove the TBt and install the "polaris" as historically accurate.

Fourth- smoke from the diesels on ocassion (like on the boats 5th war patrol before overhaul)

Fifth- start in 1940 as a PCO on a new boat out of Portsmouth New Hampshire-report to Groton base for warshots and do an Atlantic training patrol before Dec 7th. randomize this so you could wind up in Pearl or Manila or even on a training patrol on Dec 7th.

Sixth- Make all final conversions complete from metric to Imperial. Factor in a "Whole Crew Morale" for the time period. IE: Early war confusion, leadership was not at its peak so the possible influence of say 100% is only 40%, and as the patrol wears on and no sinkings, crew morale sinks which has a negative impact on damage control, and basic crew performance.

Seven-Make rescuing/taking a POW possible to gain information on area shipping, routes, etc

Eight- Expand on the damage control screen-options-methods-view.

So any way...... IF UBI SOFT did an expansion with these and other new additions I'd buy it.

now PLEASE dont start smearing UBI , this is just a "what if" thread. THANKS!

Frank "Torpex" Kulick
Subsim Staff :cool:

GerritJ9
07-13-07, 05:08 PM
If it's just "what if"....... I'd like to see the possibility of playing other Allied subs- RN "T" class, or (my choice) RNethN "K.XIV" class, "O.16" or "O.19" class.IL2 offers the possibility to play for several nations so it is not impossible by any means.

John Channing
07-13-07, 05:19 PM
And out of respect for Frank and his long service here any OT posts, pro or con, will be deleted. Nothing personal to anyone, but just to keep this clean.

So to keep from having to delete this one, here is mine.

A complete training school taking you through every aspect of approach and evasion (preferable with V/O instructors). You would go against allied ships using training torpedos. Each mission would get harder and harder until you could handle just about any situation. Once you graduated then you would go out as a PCO, then get your first boat.

JCC

Bando
07-13-07, 05:56 PM
1. Some sort of way to work with another sub. Making a wolfpack. It sounds just awesome to me that the first attacking sub would get a lot of attention from DD's, luring them away, so the second and third sub would get some decent shots in. Total mayhem in the convoy, ships scattered all over the ocean without structure in the comms. Everyone is running around to save it's own butt.

2. Never got to play SH3 myself. Hearing a lot about it on this forum, maybe it's possible to add this into SH4. I know a dedicated team is doing an epic WIP to achieve this, but an expansion pack titled "global war" would certainly get my wallet out to pay for such a thing.

3. Active mapping. As the war progresses (globally) it would be known by skippers where the enemy waters would be, which ports to use to refuel, where to refuel and rearm and so on. This should be interactive. We all know how the war ended, but if the players actions could "represent" the actions of the force he/she plays for, the campaign could really be dynamic, without telling the outcome of the war. As is now, it's possible to encounter Yamato, sink it, encounter it again. In the campaign setup as mentioned above that would be impossible. Every side has it's order of battle and that's it. Producing new units would depend on ports, industry, whatever. I'd really like to see something dynamic.

LukeFF
07-13-07, 05:58 PM
-Realistic navigation option: no more GPS-accurate locations of your submarine given on the map. The accuracy of your position will depend on the weather, time of day, visibilty, and the experience of your navigator.

-Limited rations: we already have limited fuel, so why not limited rations? Each boat carries a set amount of rations (say, 60 days). Each crewmember consumers one ration unit per day, and if he dies, then his remaining units go into the overall "ration pool." If food runs low, you can cut back on rations, but this will have an effect on the crews efficiency and morale.

-Realistic torpedo loading: if the sub tilts more than X number of degrees, the crew will stop trying to reload torpedoes. WWII era subs needed to be as level as possible for the crew to be able to load the tubes safely and quickly.

-More coastal traffic for the Japanese.

-Realistic numbers of capital ships. Sink two Yamatos, and that's it. They won't magically reappear at a later date.

-Proper voice comms for the crew - things like saying "Double oh" instead of "zero zero", and (:roll:) "rudder amidships."

CaptainHaplo
07-13-07, 06:13 PM
Well since we are talking wish list... A truly dynamic but interactive campaign (this came close...)
By this - I mean the game would have a strategic AI. Instead of scripted although randomized shipping - a true simulation where each side starts with historically accurate amounts of shipping - and undergoes losses and buildups in a semi-historically accurate way. Granted the strategic AI could juggle resources to accomodate needs (building shipping), but only in a limited way. Yes - this would drastically cut down on contacts (although it could be easily made to give multipliers to resources so you could - if you wanted - flood the seas with ships) - but would truly be a Simulation... In this way - if you hit a task force - you know you truly accomplished something that can change the war (game).

Yes - this could open the possibility for a different outcome - or it could be coded to force a drawdown and conclusion of the war as desired.

Doing this would also allow a change in the "renown" system. Instead of using it on equipment - it could be used to influence patrol areas. As you perform better - you get better patrol areas - but could "influence" Command to give you an area that looks even better! Since traffic wouldnt be scripted - it might be a target rich zone - or a dud given how the AI routes traffic....

If anyone at Ubi wants a design doc on this - I could draw up a detailed description......PM me if ya want.

Sonarman
07-13-07, 06:43 PM
Here are my suggestions for expansion packs:
1. Playable destroyers / convoy command
2. All/more compartments modelled on sub at least engine and torpedo and radio rooms with additional challenges eg monitor oil levels, decode radio messages etc.
3. Playable Japanese subs
4. mining operations

bosna387
07-14-07, 12:35 AM
Here are my suggestion for expansion packs:

In multiplayer game to enable sharing sub with other players like sonar,command room,attack periscope...

maerean_m
07-14-07, 03:12 AM
http://us.i1.yimg.com/us.yimg.com/i/mesg/emoticons7/39.gif decoding radio messages ... interesting. don't stop, bring it on ...

Sonarman
07-14-07, 03:37 AM
An enhanced navigation module would be nice, where depths were shown on the chart and the player had to be much more careful to avoid grounding loss of vessel/renown also navigational buoys could be included and navigating within ports could be made more difficult. Carefully manouvering the sub through locks and into basins to a specified berth, making docking more difficult, akin to landing in a flightsim. Where a small mistake could cause the ship to be badly damaged causing a loss of renown or a stay in drydock etc. One additional feature that would help here is the ability to walk around on the bridge to get a good view when docking.

Another thing that would be nice would be a move away from the generic cities to a representation of the actual cities and towns in the Pacific theatre at the time of ww2.

Misfit138
07-14-07, 03:57 AM
Would be really cool if I'd be able to surrender to the enemy or scuttle the boat on those certain circumtances. Feels kind of stupid that when I've managed surface the boat after taking heavy damage from the depth charges, I get killed anyway to the gunfire from the destroyers...

u-168
07-14-07, 04:14 AM
Yep Port & Stbd engine control would be nice to have also if when you go out on to really big targets you can call for backup and 2 or 3 subs will come to youre aid to help also if you dock at the port's you can moor enywhere you like even out to sea when in a battel.Plus the anchor can be blown off. .:up: :up: :up: :up:

Sonarman
07-14-07, 04:16 AM
One additional feature that would help here is the ability to walk around on the bridge to get a good view when docking.


as an alternative to moving around we could "click into" the positions of the other guys on the bridge /lookout positions (in the same way we do with radar sonar etc) and assume their viewpoints. Therby giving us an all round view from different positions and even heights.

JayR
07-14-07, 04:42 AM
1) Atlantic

2) More emphasis on the campaign

Rockin Robbins
07-14-07, 06:23 AM
The Atlantic has been mentioned a few times. Perhaps after a successful cruise you could be assigned a new boat and take command in the Atlantic. One of the most harrowing parts of any boat's career was it's initial trip as a new boat down the coast of the US past the gauntlet of U-Boats to the Panama Canal (another addition to the expansion pack!) and across the Pacific the first time to Pearl to see the devastation at Pearl. Welcome to the war, kiddies! This is NO GAME. We play for keepsies here and Admiral Lockwood will see you now.

How about modeling the opulence of the Hotel Gooney Bird on Midway? .....maybe not.

the_belgian
07-14-07, 07:18 AM
Wel,my wishlist...eh...sorry;i'm happy for the moment although... :hmm: ...eh,no.maybe later!



How!Wait!A little one.Both Suez and Panama Cannal opened.

cunnutazzo
07-14-07, 07:59 AM
I subscribe John Channing, but please import the Uboots (with wolfpacks) and the Kaleun careers in SH4, this is a real expansion.

Binky1st
07-14-07, 10:03 AM
It needs a Battle of the Atlantic Expansion pack with German U Boats as these US subs are GAY;):rotfl::rotfl::rotfl:

AG124
07-14-07, 11:29 AM
More ships (high priority ones [IMO] as follows):

Japanese:

- Nagato class BB
- CV Akagi
- Junyo class CVL
- Zuiho class CVL
- CV Shinano
- Unryu class CV
- Non-hybrid version of Mogami class CA (1942 version)
- Tone class CA
- Myoko class CA
- Tenry class CL
- CL Oyodo
- Whale Factory Ship (Maybe Tonan Maru II)
- Maybe a couple of other typical merchants, although we already have a good selection.
- Juyusen class coastal tanker.
- At least one version each for both "Sea Trucks" and "Sugar Boats."

US:

- South Dakota class BB
- BB Pennsylvania (modernized version)
- Lexington class CV
- Essex class CV
- Independence class CVL
- New Orleans class CA
- Atlanta class CL
- Sims class DD
- Mahan class DD
- Gearing class DD
- A couple of generic medium freighters.
- T2 tanker (not the SHIII model though).

Netherlands:

- CL De Ruyter
- Either Piet Hein or Van Galen class DD.

I should note that I wouldn't have expected all these ships in the game itself, but if we were to get a full expansion, I would want to see a lot of these.

Torpex752
07-14-07, 01:07 PM
There are a load of really awesome ideas here so far. If these and a few more were coupled together I think it would sell great. I'd be willing to shell out 50-60 bucks to get these features! Keep it coming, think if there was any thing anyone read in a warpatrol book that might add.

Another idea I had was an insertion & retrivial mission. Something like drop a team off in Manila, or singapore they go in and blow up a fuel depot and you have to retrieve them! This would tie in nicely to bombardment missions.

I will assemble the ideas, run it by Neal and see who the best entity to send them to is.

Frank "Torpex" Kulick
Subsim Staff :cool:

jdkbph
07-14-07, 02:12 PM
I'd like to see crew rotation implemented, as well as the option - assuming you've done well - to extend your career beyond 5 to 8 patrols by taking command of a new construction boat, shaking down and training up in a non-combat environment, then making the transit back to the Pacific 6 - 12 months later.

I'd also love to see optional 2D stations for RADAR and SONAR, as well as a (nearly) full screen TDC with all the dials, switches, cranks and lights displayed as they really were.

I think it would also be nice to add more functionality to the current waypoint navigation system. For instance, while transiting in TC from base to patrol area, I might want to script a drop to 1x at dusk and dawn.

Or if I want to get really crazy, I could script a

- dive at dawn
- run submerged @ 2 kts
- go to periscope depth at dusk and look around
- surface if clear (otherwise alert)
- run surfaced @ 10 kts
- repeat

routine. Sort of like standing orders for the bridge watch.

If nothing else, it would faclitate those hardcore players who do everything in real time <g>.

My $0.02

JD

GerritJ9
07-14-07, 02:19 PM
At the moment I'm in the early stages of modifying the SH3 "C & D" class destroyer into the Dutch "Admiralen" class destroyers. It is my first attempt at modding, so it will probably take ages before the result is acceptable (I'm new at using 3DS Max, though I do have some experience with AutoCAD). I've ordered a set of drawings from the Dutch Navy Historical Branch to help with the project. The "Admiralen" were, like the RN's "C & Ds" based on HMS "Ambuscade", but with considerable detail differences. Hopefully, I will be successful and enable this item to be crossed off the list of wishes.
"Van Galen (II)", by the way, was a standard RN "N" type destroyer (as was "Tjerk Hiddes (II)) and is, I think, already available for SH4.

tater
07-14-07, 02:24 PM
LukeFF nails it (other good ideas here as well).

As for the ships, I don't think any US or allied ships are even a remote priority. You'll see them in port if at all 99.99999% of the time. Low bang for the buck.

The japanese, good list AG124, but I'd tend to invert it, lol (edits by me, and in order of importance):

- At least one version each for both "Sea Trucks" (maybe 300 tons?) and "Sugar Boats" (assuming you mean "Sugar Baker Sugar" then yes!). ADD "Fox Tare Dog" (~1000 ton merchant)

- Kaiboukan (most common purpose built escort type)

- Small Subchaser (called SCS1 in ONI 208-J supp) ~100 tons.

- Armed Trawlers (used as escorts frequently) (XPC)

- Matsu Class DD (DE) A dedicated escort, again, a commom foil to the fleet boats.

- Armed merchants (add DC rack and hydrophone nodes to a few of the merchant types.

Notice I axed all the large combatants, etc. SH4 has a wide selection of large ships. Adding a CV that should never be seen after June 4, 1942 is poor "bang for the buck," IMO. I'd think the sorting should be "how likely was a fleet boat to see this vessel?" The most likely to be seen, are the most important. For warships, I think the ships that actually fight you is also a weight in their favor.

CDR Resser
07-14-07, 04:29 PM
Pardon my confusion, but I'm not exactly sure to what you are referring when you say remove the TBT and install the polaris as historically accurate.

Respectfully Submitted
CDR Resser

AG124
07-14-07, 06:17 PM
@ tater - yes, you are absolutely right about the Kaibokan and the matsu class.:damn: I forgot to mention either of those - but anyway, I would prefer a type C kaibokan, but if they made one of those, then modelling a type D out of the type C model would probably not be much of a problem.

BTW - my list was done by ship type, and not by order of importance.:know:

You are probably right about the late war capital ships, but I just felt the Unryu class would make good prey in the later days of the war when most other carriers in the game would have gone to the bottom. The Unryu was, after all, torpedoed and sunk by the USS Redfin, although the Amagi and Katsuragi never left port very often at all. The Shinano might not actually be a good choice though, as she is just one ship that barely lasted 17 hours. She just seemed like an iconic ship whose sinking was an important moment for the US submarine fleet - probably not high priority though.

I would like to see some more capital ship though, as I believe we need a balance between common prey and the prize targets of the IJN. It might be surprising for some to hear me say that, since I have always concentrated in merchants in SHIII, but right now, I am very satisfied with the merchant selection in SHIV - more so than in any other SubSim ever actually.:o So I don't reasonably expect too many more in an expansion (although I wouldn't complain if we did get more:cool:).

Also, when some areas such as Japanese freighters or BBs has been well filled in, I tend to notice the not-so-well-filled-in areas such as both sides' CVs and wish for them to be filled.

Anyway, you make some very good points, and I'm sure that if development for an expansion was begun Ubisoft would assemble enough resources to handle a good mixture of all areas of extra shipping in addition to other important features mentioned in this thread.:yep:

Torpex752
07-14-07, 06:29 PM
Pardon my confusion, but I'm not exactly sure to what you are referring when you say remove the TBT and install the polaris as historically accurate.

Respectfully Submitted
CDR Resser

My Apoligies..I meant "pelorus" (Brain cramp). It preceeded the TBT and was mounted above the gyro repeater on the bridge. It was not nearly as accurate as the TBT because it depended on the OOD (or whomever was taking bearings) to be aligned (plumb) above the gyro repeater. If the reader was off any, a bearing error would be read from the paralax view. The TBT was the 'Cats meow' because not only was it dead nuts on, it had its own bearing repeater inside the conning tower by the TDC operator.

This will give you an idea of what it looked like

http://cgi.ebay.com/Vintage-U-S-Navy-Ships-Pelorus-Mahagony-box-Boston_W0QQitemZ280134114636QQihZ018QQcategoryZ379 67QQssPageNameZWDVWQQrdZ1QQcmdZViewItem#ebayphotoh osting

Frank "Torpex" Kulick
Subsim Staff :cool:

tater
07-14-07, 07:01 PM
AG124, I'm just trying to stir up some interest among guys who are capable of building/modding ships in the hopes we see some of them (I don't hold out much hope for an expansion).

<S>


tater

LukeFF
07-14-07, 08:00 PM
One additional feature that would help here is the ability to walk around on the bridge to get a good view when docking.
Agreed. It would be nice to have a first-person avatar that can move around the different modeled stations, climb up and down ladders and open/close hatches, instead of the fixed camera positions and the disembodied-spirit mode we have with Shift+F2. ;)

Hartmann
07-15-07, 01:09 AM
i donīt think that ubi do an official expansion pack .

but could be interesting some big mod pack, for example the atlantic campaign or a redone of the pacific scenary.

sh4 could need a 1.4 patch like silent hunter but it could be too difficult because ubi seems finished the project.

modding is great but there is a limit when the things are hardcoded.:hmm:

SeaSprite
07-15-07, 05:36 PM
At least one or two new US sub classes, Nautilus and Mackerel?

Suicide Charlie
07-15-07, 07:18 PM
There are some very fascinating and exciting ideas in here.

I think the next step for the Silent Hunter franchise has to be an expansion into a wider depth of play. Over four games we've seen a pretty good coverage of the Pacific and Atlantic Theatre of operations, for a World War II sim there's not much else to go... Other than the implementation of new playable nations, the long wanted ability to take a surface command, wider range of subs, and the continuation of a varied dynamic campaign missions (such as previously mentioned retrieval of the inflitration operatives you help deploy).

It would be very exciting to be able to not only re-enact a U.S. Silent Service career in any theatre and/or sector historically availible, but to also be able to perhaps enter service into a different navy, say the Imperial Japanese Navy or Kriegsmarine sub forces. The problem I see with that is, looking at Silent Hunter IV, we have a roughly 4GB game. My guess is that in order to expand a game to such a capacity would mean bumping it up to maybe anywhere .5-2 times that amount. Granted, I'd get it anyways.

I'd like to see some innovation in the multiplayer department.

Perhaps something that would enable players to at least interact and affect each other's games on a Career scale. I think communities like Wolves at War (which I participate in) would love and benefit for such an idea. You can network with a number of other players and while maybe the connection might not neccesarily allow you to directly play with each other your actions can influence another person's campaign.

For instance Player A and Player B are playing their own respective careers, but they match up in starting dates and such. Player A comes in contact with a large convoy at position X. He puts out an ingame contact report. Since Player A and B are playing similar timelined campaigns and are networked to each other, the next time Player B logs into his campaign he recieves a contact report outling information that was reported by Player A. Player B intercepts the same convoy and comes upon a scene where several ships are damaged, etc. noting Player A's attack. Player B commences he own attack and so forth. Perhaps, the computer places a working allied subermarine in the area to represent the other player.

I don't think that's an idea that would be possible with this current game, but maybe an idea for future games.

Deamon
07-15-07, 09:54 PM
A complete training school taking you through every aspect of approach and evasion (preferable with V/O instructors). You would go against allied ships using training torpedos. Each mission would get harder and harder until you could handle just about any situation. Once you graduated then you would go out as a PCO, then get your first boat.

JCC
This idea sounds so very familiar to me. :hmm:

Fearless
07-15-07, 10:13 PM
If any expansion were to happen, I'd like the option of commanding a Destroyer or maybe a Cruiser or Battleship.

Suicide Charlie
07-16-07, 02:25 PM
If any expansion were to happen, I'd like the option of commanding a Destroyer or maybe a Cruiser or Battleship.

Definitely. I'd like to be able to play a career on a surface ship. It would be awesome to serve as part of a taskforce and participate in surface battles and the hunting of enemy subs.

dean_acheson
07-16-07, 02:34 PM
-Realistic navigation option: no more GPS-accurate locations of your submarine given on the map. The accuracy of your position will depend on the weather, time of day, visibilty, and the experience of your navigator.

-Limited rations: we already have limited fuel, so why not limited rations? Each boat carries a set amount of rations (say, 60 days). Each crewmember consumers one ration unit per day, and if he dies, then his remaining units go into the overall "ration pool." If food runs low, you can cut back on rations, but this will have an effect on the crews efficiency and morale.

-Realistic torpedo loading: if the sub tilts more than X number of degrees, the crew will stop trying to reload torpedoes. WWII era subs needed to be as level as possible for the crew to be able to load the tubes safely and quickly.

-More coastal traffic for the Japanese.

-Realistic numbers of capital ships. Sink two Yamatos, and that's it. They won't magically reappear at a later date.

-Proper voice comms for the crew - things like saying "Double oh" instead of "zero zero", and (:roll:) "rudder amidships."

yeah, wow. like these ideas alot!

simonb1612
07-16-07, 02:44 PM
I really like the idea of being able to see how your patrols influence the tide of war in whatever little way they can. It was mentioned that areas of the map could be shaded for areas controlled by Allies / Axis and IJ forces, seeing the results ofmy boat helping to cut off supplies or sinking an invasion force would be great.
And here is another suggestion...
Having read more than one thread about running out of fuel or being dead in the water due to damage, I would like to be able to send out an SOS and have the chance of friendlys coming to my assistance. Maybe a subtender that could refit do some fast and dirty repairs that would allow me to limp home.

CDR Resser
07-16-07, 07:33 PM
[quote=CDR Resser]Pardon my confusion, but I'm not exactly sure to what you are referring when you say remove the TBT and install the polaris as historically accurate.

Respectfully Submitted
CDR Resser
My Apoligies..I meant "pelorus" (Brain cramp).

Thanks for the info. You learn something new every day. I remember reading that the S boats had no TDC, but I was not really sure what they had used for torpedo fire control up to this point.

CDR Resser

simonb1612
07-17-07, 11:18 PM
I mentioned this in another thread but this is a more apt place for it...

In career mode, when flash traffic is received advising of major engagements, lat and long should be included as well as a graphic similar to the mission stars. It is too vague to say "area of solomon islands"

donut
07-18-07, 06:44 AM
One :Would to have some new/expanded features on the boats, like Port & Stbd engine control,w/screws turning correctly

Two :We need transporter beam option back to base,when out of fish/ammo after long patrol.

Three :Having read more than one thread about running out of fuel or being dead in the water due to damage/missing rudder, I would like to be able to send out an SOS and have the chance of friendlys coming to my assistance. Maybe a subtender that could refit do some fast and dirty repairs that would allow me to limp home.

Four : Some sort of way to work with another sub. Making a wolfpack. It sounds just awesome to me that the first attacking sub would get a lot of attention from DD's, luring them away, so the second and third sub would get some decent shots in. Total mayhem in the convoy, ships scattered all over the ocean without structure in the comms. Everyone is running around to save it's own butt.

Five :We should be able to fire @ depth. Doors open @ 100 ft. set up sonar attack plot. Maybe we can already do this? must try!

Six :http://img401.imageshack.us/img401/4324/buoyanibt1.gif http://img20.imageshack.us/img20/6539/buoyani0032xk2.gif Over,under,& out:up:

tater
07-18-07, 08:41 AM
Donut, cool bouys!

BTW, "5" is possible, there is a max depth to fire setting in each sub cfg someplace, we had a thread about sonar attacks.

~150' should be possible, I found 2 references for that number. One was a deep diving sub that was DCed at ~300ft. She was damaged to the point a fish started running hot in the tube and they needed to come up---even with escorts above---to 150' to be able to try and get the fish out cause 300 was too deep. Another was a reference (both in Silent Victory) to the fact that Cuties torpedos were required (by the Navy manual for them) to be fired from at least 150' deep to help protect the boat from being homed on by its own fish!

tater