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View Full Version : MMO SH: A design exercise.


difool2
02-25-08, 02:32 PM
There's been some talk about making a future edition of the SH franchise MMO (such as in this thread: http://www.subsim.com/radioroom/showthread.php?t=130782 ). Now straight off I am aware that some of you hate the very idea and don't want to even consider it. This is just a feasibility/brainstorming study, and perhaps in the end analysis the idea will not be workable, for various reasons, and then I'll agree with you. I do think for a significant proportion of the fanbase the idea has a certain kind of appeal; here at last we can do wolfpacks, H/K groups, schnellboot raids, and so on all in one package, against other humans and not nerfed/uber/brainless AI. So here goes without any further ado; study assumes we're talking about the Atlantic just for the sake of argument.

The Main Obstacles and Issues, mainly: Playability, or Bang for the Buck

This is the biggie of course. Few want to spend their $13/month (or whatever-pricing is a separate issue) spent doing endless patrols at 1x compression (well some do :D). Hence some concession needs to be made here. After some thought and perusal of old threads I think TC of any sort probably will not work in a MMO environment.

My initial idea was that there would be a global TC factor, up to x8, when nobody is engaged with anybody else. Once an attack commences, then the TC drops to zero for a 100 km radius around the engagement point, but elsewhere, on a sliding logarithmic scale as you get further from the e.p., it scales back up to 8x.

But really TC presents more problems than it solves. In particular player-piloted planes will be in a world of hurt, and even if they run on autopilot as they scream across the landscape at a scaled speed of Mach 3 they won't be able to see anything. There's other issues but I'll drop the subject now and focus on other solutions as in the end TC isn't workable IMHO in a MMO environment.


Scaled Map: In lieu of any TC, the map I think necessarily will need to be scaled down in size. Make it too small tho, and the whole thing becomes a farce of constant battles where nobody will have to wait long at all to find the enemy (or have it find you). I think a 1/4th linear scale (1/16th in terms of area) is probably the best bet-comfortably big enough for units to hide in, not prohibitively huge nor ridiculously tiny. A u-boat at full steam could go from Ireland to Newfoundland (3850 km scaled to 960) in 32 hours or so.

Detection Range: As I said, the battle area will be 1/16th the size of the real thing. Main issue then is that if the detection ranges stay the same AND the ship traffic is also the default (as in GWX-assumes merchants are AI piloted), then it will be much easier to find targets. For playability this isn't a big issue tho purists of course may scoff. If in SH3/4 you can hear another ship via the phones at 32 km then that can be easily tweaked down some as needed during betatesting.

Driving to and From Patrol Zones: This is still an issue of course-enduring an 8-12 hour journey at full steam just to get into the shipping lanes. Likewise for the DD guys, stuck driving the same endless patrol pattern on station for a solid 3 days of real time. Thus I will introduce my idea which should hopefully tip the balance towards feasibility...

The ships you will see on the main strategic map are considered mere placeholders. What that means is that the BdU/RN will send out units on waypointed courses, piloted by the AI, until such time that a human player decides to join in. At that point, the placeholder is replaced by the human's boat/ship, of like type. Thus someone who has a DD can only replace a DD placeholder, and not a corvette, DE, or even BB (likewise for subs from IIA's on up to IXD's). Once in he must remain on station for a minimum of 1/2 hour. He can be joined by other players who can man the various stations in the ship, at a reward of 1/2 the renown gained by the captain, scaled down as more people join the ship. The AI units won't of course be as good as humans at detecting and even attacking other units.

This way the "boring" parts of the patrol don't need to be performed by the players, they can jump in at the expected locations of enemy units (or join in after the AI has detected the enemy) and get the most bang for their buck. Veteran players can take control of the top positions of the Kriegsmarine/RN and issue the various orders, perhaps including R & D, intel, and so on.

Undoubtedly there are holes/issues with this approach, so feel free to poke holes. While I'd appreciate something on the scale of DW for the WWII sub scene, at heart I am a strategist and need a raison de etre to be out on the waves other than to blast holes in enemy ships (which is why something like Navyfield doesn't appeal to me).

tomoose
02-25-08, 02:59 PM
I'm not sure MMO is the way to go. Online,yes, but MMO I think maybe a bridge too far.
I think the idea of having players in destroyers, corvettes (Brit or japanese) vs subs (be they U-boats or USN) online would be great. SH3 went partway there. I tried it out but it didn't 'feel' right when 4 U-boats are all conversing with each other while underwater and attacking AI convoys. In short, the online aspect to SH3 wore off pretty quick. Now if, in that same scenario, the escorts were playable and could communicate whereas the submerged U-boats could NOT communicate that would have been something else (notwithstanding UBI's horrible methods/GUI etc for conducting online play).
SH4 and, again, UBI's preferred methodology for creating/joining online was bad enough that I simply gave up after a few tries and have not had the inclination to try it since.
What's my point? I agree with your basic premise but I think any sub vs destroyer online concept should start out small (i.e. not MMO) and iron out all the bugs etc before going MMO (if that's even necessary).
Having said all that, does WWII Online have a sub as a weapon and can you go against another 'human' opponent on a ship?

Sailor Steve
02-25-08, 03:05 PM
I tried it out but it didn't 'feel' right when 4 U-boats are all conversing with each other while underwater and attacking AI convoys. In short, the online aspect to SH3 wore off pretty quick. Now if, in that same scenario, the escorts were playable and could communicate whereas the submerged U-boats could NOT communicate that would have been something else (notwithstanding UBI's horrible methods/GUI etc for conducting online play).
That was the fun part of the SH2/DC experience. There was an open channel, and everybody could talk to each other as gamers. The destroyers had a closed channel, and could talk privately. The u-boats had a closed channel as well, BUT, they couldn't talk while submerged, and if they talked while surfaced there the destroyers would get a huff/duff contact.

I would give up a lot for something like that with SH3 and SH4.

Massive multi-player? I don't know how it could work, and still be remotely realistic. But then, there's a lot I don't know.

kiwi_2005
02-25-08, 03:32 PM
Well i like MMO gaming, but a MMO silent hunter? It could probably work but MMO's rely on monthly fees so they would have to attract players or it will die. I could see myself signing up. How would they do the leveling? Could be you start of as beginner class - start out as a sailor then work your way up to be Captain by how you handle the boat. Would the crew be members of your Guild or just any players available at the time, they then pick a leader and he gives the orders on that patrol - some will man torpedoes others as watch, navigation etc.,Then depends on how well you and your crew performed in a patrol say you missed a few ships to many close death encounters or the patrol was a success then its up to the players to make you captain or kick you. Your get to wear the white cap and captains suit or leathers to go with it & importantly your get to keep the boat and crew, thats if they want to be under your command. But in mmo's the gear your character wears is important - its all about whos the noob and whos not.

Interesting idea though be good to see happen.

anthony210
03-03-08, 08:16 PM
I think you could level up with renown. You would create a captain and pick a side. IE German Navy, Royal Navy, US Navy, etc. Based on your renown which you would get for sinking enemy ships you could captain differant types of ships. New players for germans start with the Type II and small surface vessals, then eventually move up to the Type VII and destroyers/cruisers and so on.

You could go even further and add capturable objects that players could fight over, ports or static resupply ships.

The only issue I see really is how time compression would work, I personally prefer to do real time. You could start a patrol and just log out wherever, when you return you are back where you logged off.

The other way to do this is like Flight Simulator, I dont know if any of you have played it the flight sim community has basically taken flight simulators multiplayer and made it basically a MMO that you dont have to pay for. You start a flight at an airport, log in to their server and bam you have real player traffic with hundreds of other aircraft all over the world. And they have the entire world as a map. Some people on their do real time 10-12 hour flights in jumbo jets. You arent allowed to use time compression in most areas on their VATSIM servers.

If something like this could be done for Silent Hunter, it would be awsome. I dont care about controlling surface ships but I think it would be cool to be on a patrol and know that there is other player controlled u-boats out there on patrols.

Cpt-Maxim
03-18-08, 04:53 PM
There is only one MMO physics based flight sim on the market with over 500,000 SQUARE KILOMETERS, all one piece of landscape, sea, and air, no loading zones, no instances where you spawn in, and where others spawn into different instances (private areas).. none of that nonsense, no TC time compression, so all players are in one large arena.. it has some navy, air, and land forces..and more naval is being planned to arrive in future patches.. every few months new patches..

The realism is down to the level that schrapnel inside your vehicle hits other internal components, like engine, radiator, fuel tank, ammo storage, including the human occupying different positions, they can lose a leg, head, arms, chest.. all different crew members in vicinity of the penetrating shot.. armor in all vehicles including planes (for instance behind pilots seat) reacts to ricochet's or penetrations..based on real life calculations of shot, range, arc, gravity, downward angle prior to hit.. etc.. etc..

Unfortunately, the navy is the last thing the developers developed, and it is dragging behind schedule.. for the meantime you can get into the free trial offer.. or just free download it and play offline mode.. but there are no moving targets in offline mode.. its just for practice setting up your controls/ joystick and sampling the physics of movement/shooting for whichever vehicle youre interested in.

MAIN PAGE: WWII Online http://www.wwiionline.com/scripts/wwiionline/be_info.jsp
FEATURES LIST: http://www.wwiionline.com/scripts/wwiionline/be_features.jsp

Weaverjd
03-18-08, 05:57 PM
Greetings fellas,
I've been playing sims for quite some time and there is a game that is closer to being what is desired in this thread. Although a legal battle crippled the games development for some time fortunatly they "the programmers" won and I for one eagerly await the second installment(supports multiplayer). http://www.warfleet.net/index2.htm The game Enigma tide rising lacked multiplayer but had different submarines, surface ships all playable. What do you guys/gals think?

Weave

difool2
03-18-08, 07:45 PM
Yeah I knew about WW2OL. Frankly to keep ahead of the curve such an effort would require a virtual army of developers, which of course they don't have, hence the "WW2" in the game still consists, 6 years after launch, of the 1940 Western land campaign. By the time they do get something significant navally going, it will be time to overhaul the graphics engine and start over.