WernerSobe
11-01-07, 01:39 PM
Hello
Im currently learning programming and i would maybe try to create a GUI based tactical submarine simulator taking place in atlantic. Just wanted to post my ideas and see how everyone is thinking of it and maybe find more ideas or other programmers to join the project.
Ill try to describe what i have in mind.
The player takes command of a german submarine. The task is to operate the vessel and manage the crew. There will be a dynamic compaign based on historical background (example: operation barbarossa or the norway campaign). The diference to silent hunter will be basicly that its going to be a tactical simulator. So dont expect fancy graphics. It will be as close to history as possible and you will be mostly concentrated on meeting decisions on grafical interface.
If you know dangerous waters and ports of call, imagine a mix of both.
some features that id like to realise:
1. fully dynamic compaign based on historical background (you may take part
in historical campaigns ). fully dynamic means that you have influence on war progress. If you sink ships, the enemy will have less next time etc... Every ship will be unique, so sanken ships will no longer appear later on. Convois will be enforced when they take heavy damage on certain routes or even canceled.
2. historical tactics, you will opperate together with other submarines and communicate with them. BDU will coordinate wulfpack attacks. There will be historical doctrines, so the tactics will change during war progress.
3. There will be two modes. Navigation and Combat Mode. The navigation mode will be basicly a naval map. You will navigate the boat but you will not see contacts other then received via radio (i.e. convois reported by other boats). Your own position wont be static. Your navigator will try to update your position as good as possible (based on crew skill). So you may find yourself somewhere else when your navigator had no view to stars or sun for long time, in some cases he will even lose your position. In that case you will be informed and your navigator will show you the error radius where your sub may be. In combat mode you will receive visualized contacts. You will be limited in range and time compression. The contact visualisation will be just like in dangerous waters. You will receive contacts from different stations, such as sonar contacts will be drawn as lines (because you have no range). While visual contacts will be roughly accurate with a random error (based on crew skill). The accuracy of contact location will be improved by collecting data. Such as using stadimeter will provide an accurate range. So your targets will be not necessery shown on their exact location, but based on the data that you have collected.
4. Roleplaying style character progression. Crew management will go much deeper then in silent hunter. Every crew member will have unrevealed traits. Some will prove themselves as good comrades, others will be cowards, there will be good entertainers and outsiders. You will have influence on character development for every crew member. Example: a crew member may come to you and tattle about someone else. You must decide what you are going to do, punish one of them or ignore the rumors. You can even grab the gun when your man at engines goes crasy during a destroyer attack ;). anyway, every decission you make will effect the crew. You may gain authority and respect among your boys or you can make them hate you and be afraid. No matter which way you go, every style of commanding your crew will bring its own advanteges and disadvanteges.
Im currently learning programming and i would maybe try to create a GUI based tactical submarine simulator taking place in atlantic. Just wanted to post my ideas and see how everyone is thinking of it and maybe find more ideas or other programmers to join the project.
Ill try to describe what i have in mind.
The player takes command of a german submarine. The task is to operate the vessel and manage the crew. There will be a dynamic compaign based on historical background (example: operation barbarossa or the norway campaign). The diference to silent hunter will be basicly that its going to be a tactical simulator. So dont expect fancy graphics. It will be as close to history as possible and you will be mostly concentrated on meeting decisions on grafical interface.
If you know dangerous waters and ports of call, imagine a mix of both.
some features that id like to realise:
1. fully dynamic compaign based on historical background (you may take part
in historical campaigns ). fully dynamic means that you have influence on war progress. If you sink ships, the enemy will have less next time etc... Every ship will be unique, so sanken ships will no longer appear later on. Convois will be enforced when they take heavy damage on certain routes or even canceled.
2. historical tactics, you will opperate together with other submarines and communicate with them. BDU will coordinate wulfpack attacks. There will be historical doctrines, so the tactics will change during war progress.
3. There will be two modes. Navigation and Combat Mode. The navigation mode will be basicly a naval map. You will navigate the boat but you will not see contacts other then received via radio (i.e. convois reported by other boats). Your own position wont be static. Your navigator will try to update your position as good as possible (based on crew skill). So you may find yourself somewhere else when your navigator had no view to stars or sun for long time, in some cases he will even lose your position. In that case you will be informed and your navigator will show you the error radius where your sub may be. In combat mode you will receive visualized contacts. You will be limited in range and time compression. The contact visualisation will be just like in dangerous waters. You will receive contacts from different stations, such as sonar contacts will be drawn as lines (because you have no range). While visual contacts will be roughly accurate with a random error (based on crew skill). The accuracy of contact location will be improved by collecting data. Such as using stadimeter will provide an accurate range. So your targets will be not necessery shown on their exact location, but based on the data that you have collected.
4. Roleplaying style character progression. Crew management will go much deeper then in silent hunter. Every crew member will have unrevealed traits. Some will prove themselves as good comrades, others will be cowards, there will be good entertainers and outsiders. You will have influence on character development for every crew member. Example: a crew member may come to you and tattle about someone else. You must decide what you are going to do, punish one of them or ignore the rumors. You can even grab the gun when your man at engines goes crasy during a destroyer attack ;). anyway, every decission you make will effect the crew. You may gain authority and respect among your boys or you can make them hate you and be afraid. No matter which way you go, every style of commanding your crew will bring its own advanteges and disadvanteges.