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View Full Version : Crew, RPG elements & orders/commands!


himlaviz
03-08-10, 06:48 AM
Personally I feel the RPG elements could be droped for some random comments from the crew during the patrols, to surprise us a bit but if we want RPG elements in the simulation it's really a project in itself to get that right and not just feel like a broken record after the fifth campaign. Maybe there is more to the personalities of the crew then I have seen.

What I miss most is basic commands/orders to get feedback from the crew about such things as sonar, time remaining, how long fuel will last on current speed and stuff like that.

I know some or all of this is "easily" modded into the game but if there is ongoing development/patching of the game I think instead of focusing on the RPG elements it might have a greater impact to make it possible to like in games like Never Winter Nights where you can click on an npc/object and get a menu dial up to select different options, something like that in SH5 would be great.

Go up to the sonar dude and ask him for current threats/contacts or to do a full sweep. Same with the other stations.

The experience gained of the men should reflect a more realistic list of abilities, no +1 torpedoes or stuff like that. Adding such "skills" to the crew is RPG and make sence if they are done right, so they feel realistic.

That way it would feel even more real, at least for me to walk around the sub and as the captain ask for the current status, not what the wife home might be doing :D

Noren
03-08-10, 07:05 AM
If we really want RPG and a fully modded interior, I would say why not integrate a full 'sims'-style altogether?! Graphics are'nt to important, more so are crewmembers actually moving in the sub and reacting to whats happening.
I think it'll be really immensing to see them run and later relax, to see them furiously repair things and tend to the wounded. To see the fear in their eyes after hours of depthcharging or in the other spectrum: the joy of a successfull patrol.

Perhaps we can have this one day, just like I dreamed of a full and living city-game and that came true with GTA:4 etc...

EAF274 Johan
03-08-10, 07:35 AM
I haven't got that far into the RPG part of the game, but from what I've seen it all feels very linear, and I don't think you get alternate storylines depending on the choices you make. I could be wrong, though.

So I would happily trade those dialogues for commands or feedback options that relate to operating the sub, like ordering the navigator to plot a course through the Kiel canal or sound for depth under keel. Of course there can still be room for the Hollywood experience: how about a dialogue option with the radio guy: "Den Tipperary Song, wenn ich bitten darf!" (+ 5 morale for all crew except the 2nd watch officer, who is a devoted Party member :D).

I don't know how much is possible through scripting, but it would be great if the dialogue reflected what is actually going on in the game. For example the crew getting edgy as you spend weeks on patrol on rough seas with no sightings, a panic attack after prolonged depth charging, the cook reminding you about the state of the rations, etc.

As for the abilities, I feel many of them can be removed or replaced. For example, I don't think the Navigator (who probably shouldn't even be an officer) has anything to do with diving speed. That ability could probably go to the Bosun, who drills the crew to move more quickly. The "increase speed" ability also seems way overpowered. Tone it down or make it so that rather than increase speed, it improves fuel efficiency. With all experience to 0, the crew/boat should handle maybe slightly less than an average crew (after all, they wouldn't send an entirely green crew to sea). And experience should probably be a harder to gain, or the abilities more expensive. After the tutorial I was already able to max out my hydrophone operator. And most importantly: basic commands like ordering battlestations should NOT be special abilities.