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CWorth
07-11-05, 08:40 PM
This is primarily aimed at the die hard realism group.

I was just wondering what if any rules you use to make your experience with SH3 more realistic and more fun?
Rules you use to keep yourself from doing things that a real Uboat captain would not do.Things like decimating a single convoy with a single Uboat.Dueling with every aircraft you see on the surface etc. etc.

For example

1. I will only sink 2-3 ships in a convoy when I attack.I will pick out the ships that would be most critical to the allied war effort and aim at them like tankers and troop ships and the largest merchants .I will then move off and go to my next patrol area.

2. I will always dive when attacked by aircraft.I will not engage any aircraft on the surface unless damage to my boat prevents me from submerging.

3. After my 5th patrol I will roll a die to determine whether or not I will retire from my career.Evens means I continue for one more patrol and then I roll again after that one..Odds means I end my career right then and there.

4. I will not ram any ship with my boat.

5. I will only sneak into 1 harbor during my entire career.No more after that.

These are my rules I set for myself and I am enjoying the game alot more using them.


So post your rules or such that you go by and maybe we can combine these into a single Iron Man ruleset for people who like more realism.

Grifter808
07-11-05, 08:50 PM
3. After my 5th patrol I will roll a die to determine whether or not I will retire from my career.Evens means I continue for one more patrol and then I roll again after that one..Odds means I end my career right then and there.



I was wondering, were UBoat captains given the option to retire from patrols (after 5, for example) in real life? I'm guessing yes.

Caleb
07-11-05, 08:54 PM
one and only rule - don't die.

CWorth
07-11-05, 09:00 PM
3. After my 5th patrol I will roll a die to determine whether or not I will retire from my career.Evens means I continue for one more patrol and then I roll again after that one..Odds means I end my career right then and there.



I was wondering, were UBoat captains given the option to retire from patrols (after 5, for example) in real life? I'm guessing yes.

I guess I may have worded that wrong.Im not retiring in the true sense of the word,just my career is ended for any odd reason like sickeness,called to Berlin,called to train other crews etc etc.

KL Seestern
07-11-05, 09:07 PM
I think that if you play at full realism along with the Real U-Boat mod, realistic targeting, and so on, you don't really need these rules! It's very hard to decimate convoys, fight it out with aircraft, etc. And as for ending your career, I think Beery suggested something like your system in the Real U-Boat readme file, and I seem to recall that he included an option to simulate it in the latest version of the SH3 Commander mod.

don1reed
07-11-05, 09:29 PM
additionally,

Do not attack escorts unless it becomes a matter of self preservation and/or unless they attack first. Save your eels for the merchant fleet.

Do at least one TC X1 patrol per year of the war.

Play @ 100%, no cameras allowed, no God's eye. Find targets the old fashion way.

Do not attack shipping until you reach the Area of Operation. Avoid targets of opportunity until you've reached your ordered destination.

Do not use the deck gun greater than 1500m away from target.

Do not use the periscope LOCK ON Target feature...this means, of course, you've got to use some other method of determining AOB, Speed, Range.

RogerWong
07-11-05, 09:34 PM
do not use time acceleration.

Muahahahaa.

Sawdust
07-11-05, 09:42 PM
Can you make it so your U-boat position is not indicated on the map at all? That would be...difficult. :dead:

don1reed
07-11-05, 09:45 PM
yep, just don't use the F5 screen... :up:

Curzon
07-11-05, 10:03 PM
I use RuB 1.41 and SHIII Commander 1.42 ... Beery's mods are great and Commander using realistic career gives my Captain the opportunity of being sent off to a training Flotilla ... 3 careers so far and haven't got past 1941 ... Dead is dead! ... I don't attack escorts unless it is going to make my life really really easy (which has only happened once!) ... take out targets of most economic value ... and of course, always at 100%.

Treeburst155
07-11-05, 10:21 PM
No navmap unless on the surface. Even that is a cheat if it is really overcast. Could they do celestial navigation through the periscope? I've been wondering about that. If so, periscope depth would be good enough to make F5 "legal".

Treeburst155 out.

Floater
07-11-05, 10:31 PM
Could they do celestial navigation through the periscope? I've been wondering about that.
Yes, they could, but it wasn't as accurate as using a sextant on the bridge. In most cases, it was near enough, though.

finchOU
07-11-05, 10:36 PM
Its too bad we dont have the option to actually have to navigate realisticlly. That would be a first for a Naval Sim.....it would make things very interesting IMHO.

gdogghenrikson
07-11-05, 11:22 PM
3. After my 5th patrol I will roll a die to determine whether or not I will retire from my career.Evens means I continue for one more patrol and then I roll again after that one..Odds means I end my career right then and there.


Sorry man this isnt AD&D THere was no diece rolling in ww2

sdcruz
07-12-05, 03:15 AM
No UBoat captain would ever ram his boat -

And yes I always dive when aircraft spotted!

I never attack escorts - not worth the tonnage

ANd yes, most UBoat captains would serve maybe 5-8 patrols and then retire.



Regards
Shelton.

joea
07-12-05, 05:01 AM
Well except for the gps like accuracy of the U-boat position on the map I really don't think it is realistic to ban use of the map. I use the "assisted plotting" mod and I think it is more realistic than either "god's eye" or no map at all. I also use the nomograph mod. The other rules sound good though.

U-1966
07-12-05, 04:26 PM
I use the free camera mode ONLY to look at my beautiful boat on patrol..Never in combat though, or to use in any kind of advantage.

Egan
07-12-05, 04:31 PM
I think that if you play at full realism along with the Real U-Boat mod, realistic targeting, and so on, you don't really need these rules! It's very hard to decimate convoys, fight it out with aircraft, etc. And as for ending your career, I think Beery suggested something like your system in the Real U-Boat readme file, and I seem to recall that he included an option to simulate it in the latest version of the SH3 Commander mod.

I have to disagree, there are still plenty of things that the game does not cover such as ending active service after a realistic amount of time and then there are other things, like trying to do it as closely as possible to the ways the real crews had to - so that meens things like not fighting it out with aircraft, limiting deck-gun use, not going free sailing or attcking escorts....and a whole bunch of other things.

Cworth, it is funny that you should bring this up. CCIP, Beery and myself were just talking about rulesets to further add to the hardcore roleplaying aspect. It is something I think would be a lot of fun.

Cpt.Nautilus
07-12-05, 06:33 PM
No navmap unless on the surface. Even that is a cheat if it is really overcast. Could they do celestial navigation through the periscope? I've been wondering about that. If so, periscope depth would be good enough to make F5 "legal".

Yep, there was a sextant in the observation periscope.

And I've read on this forum that some people do use it to measure the elevation of Polaris star to know their latitude, and use true noon against clock noon to compute their longitude. Apparently, the astronomical model of SH3 is good enough for that!

Beery
07-12-05, 07:07 PM
I think that if you play at full realism along with the Real U-Boat mod, realistic targeting, and so on, you don't really need these rules! It's very hard to decimate convoys, fight it out with aircraft, etc. And as for ending your career, I think Beery suggested something like your system in the Real U-Boat readme file, and I seem to recall that he included an option to simulate it in the latest version of the SH3 Commander mod.

That's right. RUb with SH3 Commander automatically sets players up with ultra-realistic settings, including a retirement feature that automatically retires your commander based on the probability of retirement of the real top aces.

Beery
07-12-05, 07:10 PM
I have to disagree, there are still plenty of things that the game does not cover such as ending active service after a realistic amount of time...

You should try SH3 Commander. It automatically does this for you.

Zie Chuckinator
07-12-05, 07:34 PM
one and only rule - don't die.

and as BdU says "Be more agressive!"

Zie Chuckinator
07-12-05, 07:37 PM
do not use time acceleration.

Muahahahaa.

aw comon. i mean, why would they put an engine capable of warp 5 in ur sub if u can't use it? :rotfl:

Beery
07-12-05, 10:15 PM
I don't understand this 'don't use time acceleration' idea at all. I mean no one in the sub, or in the game, experiences time faster than 1x. Only the player does. Subs don't go faster, torpedoes don't go any faster, nothing changes. Why not use time acceleration???

Zie Chuckinator
07-12-05, 10:37 PM
cause its the closest thing to really being on a patrol out at sea in a u-boat.

irishred
07-12-05, 10:45 PM
Cworth, it is funny that you should bring this up. CCIP, Beery and myself were just talking about rulesets to further add to the hardcore roleplaying aspect. It is something I think would be a lot of fun.

The old AOD handbook had these

Phase 1:

# No restarts from Autosave or previous saved games for any reason other than computer malfunction, power outage, or the when the game itself "freezes" or crashes.
# If sunk or captured this event must be reported to HQ, and a new career may be started at any point in the war.
# Escorts may be freely attacked if the commander chooses to do so.
# Deck gun may be used on any target.
# Commanders have discretion to plot course outside patrol area, but should first make every attempt arrive in their area of operation.
# Ships should only be attacked in "War Zones" appropriate to the date of operations. (ie: no ships along American Coast until after "Operation Drumbeat" begins.)

Phase 2:

# No restarts from Autosave or previous saved games for any reason other than computer malfunction, power outage, or the when the game itself "freezes" or crashes.
# If sunk or captured this event must be reported to HQ, and a new career may be started as close to the point in the war at which the last career ended as possible. This will more accurately reflect the difficulties faced by new commanders as the war progressed and will also demonstrate the constraints the Uboat arm was under in terms of number of boats available at the outbreak of the war. Of course, upon reaching 1945, you may then again begin a career in 1939.
# Escorts may not be attacked except by torpedo.
# Deck gun may be used only on merchant shipping, not escorts or warships, in accordance with Section V, The Submarine as a Gunnery Vessel.
# Commanders have discretion to plot course outside patrol area only if they are attempting to engage an enemy Konvoi as reported by BdU or another Uboot or new orders are requested.
# All orders from BdU must be followed to the best of each commander's ability.

Phase 3:

# No restarts from Autosave or previous saved games for any reason other than computer malfunction, power outage, or the when the game itself "freezes" or crashes.
# If sunk or captured this event must be reported to HQ, and a new career may be started as close to the point in the war at which the last career ended as possible. Of course, upon reaching 1945, you may again begin a career in 1939.
# All standing historical orders of the most recent update of this manual must be follwed to the best of each commander's ability. This includes orders regarding the Submarine Protocols, attacks on escorts, neutral ships, etc. Failure to adhere to these rules at this level of realism may result in sanctions taken against offending commanders.
# The strictures of this on line handbook are to be considered standard operating proceedures, and should be followed to the best of the commander's ability.
# Ship's nationalities and cargoes are to be checked against the random results tables. This will approximate the real efforts made to identify ships and checks against ship regirstries. (These charts have been created to reference area and dates as indicated.)
# Deck gun may be used only on merchant shipping 5000 tons or under, or merchant ships already damaged by torpedo, except as allowed by Section V, The Submarine as a Gunnery Vessel.
# Upon first sight of an aircraft the alarm must be given and a crash dive effected. Manning of AA guns must only done when no other alternative remains, such as a surprise due to high time compression or a submarine is unable to submerge.
# Upon arrival in Patrol Area a radio status report must be made.
# A radio status report must be made at least once a week.
# Commanders have no discretion to plot course outside patrol area unless damage to U-boot can not be effected at sea, shadowing a konvoi which has penetrated patrol area, or attempting to engage an enemy Konvoi (as reported by BdU or another Uboot) which is within which is within 24 hours hard steaming.
# Commanders are not permitted to request new orders.
# All orders from BdU should be followed to the letter, unless impossible due to mechanical failure, damage, or in possession of insufficient fuel to follow the order and still return to port.

Phase 4:

# When an enemy ship is within visual range (red circle on the tactical chart) do not use time compression beyond 512x.
# When engaging the enemy ship within visual range, use only periscope or binoculars to guide your boat, not the tactical chart. The tactical chart may only be used while submerged and periscope down, as this is the best means of monitoring sound contacts.
# When surfacing the uboat, in order to simulate the short period of blindness in a real boat when surfacing, players must remain in F1 (control room) screen until informed by crewmen that the boat is now on the surface and running on diesels. After this point you may go to bridge view (F4), and then to binoculars (F3) or tactical screen (F5) if there are no ships or planes in view. (as per the handbook Section 1B, 29.)
# No restarts from Autosave or previous saved games for any reason other than in the event of computer malfunction, power outage, or the when the game itself "freezes" or crashes. In these events, commanders are required to roll their 12 sided die. A roll of 1 or 2 indicates that the boat has suffered from a catastrophic equipment failure, fatal crew error, or to have hit a mine. The boat has been sunk with loss of all hands, and the game can not be restarted.
# If sunk or captured this event must be reported to HQ, and a new career may be started as close to the point in the war at which the last career ended as possible. Of course, upon reaching 1945, you may again begin a career in 1939.
# All the strictures laid out in this on-line handbook must be followed to the best of the commander's ability.
# All standing historical orders of the most recent update of this manual must be follwed to the best of each commander's ability. This includes orders regarding the Submarine Protocols, attacks on escorts, neutral ships, etc. Violations of standing orders at this level will result in sanctions against the offending officer(s).
# Ship's nationalities and cargoes are to be checked against the random results tables. This will approximate the real efforts made to identify ships and checks against ship regirstries. (These charts have been created to reference area and dates as indicated.)
# Deck gun may be used only on merchant shipping 4000 tons and under, or merchant ships already damaged by torpedo, except as allowed by Section V, The Submarine as a Gunnery Vessel.
# Upon first sight of an aircraft the alarm must be given and a crash dive effected. Manning of AA guns must only done when no other alternative remains, such as a surprise due to high time compression or a submarine is unable to submerge.
# Upon arrival in Patrol Area a radio status report must be made.
# A radio status report must be made at least every other day, unless standing orders specifically include radio silence.
# Upon sight of a konvoi a contact report must be given as soon as is possible, with contact report beacon signals for other boats radioed each time the konvoi changes course.
# While penetrating konvoi, do not fire deck gun until certain you have been spotted by escorts.
# When fired upon by an escort, radio a status report, contact report, and battle results before crash dive.
# Commanders have no discretion to plot course outside patrol area unless damage to U-boot can not be effected at sea, shadowing a konvoi which has penetrated patrol area, or attempting to engage an enemy konvoi (as reported by BdU or another Uboot) which is within which is within 24 hours hard steaming.
# Commanders are not permitted to request new orders.
# All orders from BdU must be followed to the letter, unless impossible due to mechanical failure, damage, or in possession of insufficient fuel to follow the order and still return to port.
# When loading a torpedo from an external storage area to the inside of the boat, the boat may not submerge until the process is completed.
# Torpedo transfers from one end of the ship to the other (aft compartment to forward, for example) may not be attmepted by crews of less than Vetern quality, and once attmepted the uboat must remain on the surface until the transfer is complete.
# When effecting repairs on external damage the uboat must remain in a stationary position for the duration of the repair. Exceptions to this are damages which occur in the conning tower, such as periscope and AA guns.
# Regardless of remaining fuel and torpedoes, a submarine must report to a friendly port when their provisions are exhausted. Any Type IIs at sea for 45 days must return to port for reprovisioning. Type VII's at sea for 55 days must return home for reprovisioning. Type IXs must return after 65 days, and Type XXI's must return after 90 days. If a German merchant ship is indicated by the random results table for ship recognition, you may attempt reprovisioning by approaching the ship and running a parallel course. Such reprovisioning extends your operational period as regards food for another 45 days. If a ship determined to be German fires upon you, the ship is realized to be a Q ship and a submarine trap.
# Do not accept the Type XXI until mid 1944.

Beery
07-12-05, 11:55 PM
cause its the closest thing to really being on a patrol out at sea in a u-boat.

But for some of us, that's not the point. You simply can't be 'close' to being at sea in a U-boat while you're looking at a screen in your home office. The two things are worlds apart. I'm closer to life in a U-boat when I'm shovelling snow in the winter time than when I'm playing this game. The point I'm making is that time acceleration just doesn't affect the simulation. To pretend that it does is a little ridiculous because the whole simulation is built to keep time at 1x for all the parts of the simulation that actually simulate. Demanding (even in jest) that we stay at 1x when we're playing the game is like demanding that we wear U-boat leather clothes, eat only mouldy food, or splash water on our faces when we're in a storm. It doesn't make sense because our participation has nothing to do with the realism of the sim. It doesn't matter what we do while the sim is running, it cannot affect the realism of it because it's not inside the sim. We are not participants in the sim, we are only observers and controllers of it.

Cpt.Nautilus
07-13-05, 01:44 AM
Then, play at 1x TC, but DO NOT do anything else than playing and sleeping right by your computer. If you play at 1x TC and read books, look at the TV, etc. you are spoiling the immersion!

:hmm:

Faamecanic
07-13-05, 07:25 AM
cause its the closest thing to really being on a patrol out at sea in a u-boat.

But for some of us, that's not the point. You simply can't be 'close' to being at sea in a U-boat while you're looking at a screen in your home office. The two things are worlds apart. I'm closer to life in a U-boat when I'm shovelling snow in the winter time than when I'm playing this game. The point I'm making is that time acceleration just doesn't affect the simulation. To pretend that it does is a little ridiculous because the whole simulation is built to keep time at 1x for all the parts of the simulation that actually simulate. Demanding (even in jest) that we stay at 1x when we're playing the game is like demanding that we wear U-boat leather clothes, eat only mouldy food, or splash water on our faces when we're in a storm. It doesn't make sense because our participation has nothing to do with the realism of the sim. It doesn't matter what we do while the sim is running, it cannot affect the realism of it because it's not inside the sim. We are not participants in the sim, we are only observers and controllers of it.

If you play SHIII at 1x TC it becomes a REALLY GOOD BOREDOM simulation. At least the Uboat crew had other things to keep them busy (normal duties just to keep the sub running).

I like Beery's idea of splashing water in your face if in a storm. I also thought about throwing myself around the room while under DC attack...kinda like the "red shirts" in the old original Star Trek TV series when they were under attack. :rotfl:

Egan
07-13-05, 12:09 PM
Irishred: Great list, thanks! I'd forgotten all that stuff, I haven't seen it in years.

I think the SH3 Commander is going in the right direction. If it is ever possible to allow us to start in any chosen month (or even a specific date,) then that would go far to advancing a decent rule set. The choices in the stock game are ridiculously limited. The fact that SH3C already allows careers to end after a realistic time is a great step forward (thanks for reminding me, Beery, I had totally fortgotten that. :up: )

My interests in it are more 'Role Playing' than 'Ironman' so I am more interested in where and when I can patrol, whether there are any 'standing orders' I must adhere to. Another big one for me would be crew management - more specifically men transferring to and from my boat. Eg: About to leave on a patrol having just lost your XO and several of your most expeirenced men, or tranferring to a new boat and getting a totally green crew...

Also rules on what you can and can.t spend renown on, and when.

Perhaps 'controls' could even be on things like using the Watch officer and so on.....

There is a lot of stuff that could be done.

CCIP
07-13-05, 12:45 PM
I don't think many of us who play the sim really want to be 'as close as we can be' to a real uboat. I for one wouldn't be caught dead in one of these tin cans!

The real point, for me, is to build - through roleplaying - a sense of story, with a plot, with characters, with action and unpredictable twists. That's not neccesarily 'closest to being there', to me it's more like 'closest to watching Das Boot for the first time'. I mean, really - my best careers can easily compare with Das Boot, or my beloved "Grey Wolf, Grey Sea" book, or any other U-boat story.
So it's not literally being there, but 'literary' being there - like reading one of those books where you totally feel engrossed in the whole adventure and don't know what happens next.

That's why I always like to expand into the roleplaying side of things as much as I can. In all actuality, I only have limited technical interest, and even less competitive interest in this game, or any other sim. I play sims precisely because they're (to me) the best roleplaying games available, because a good sim is better than any actual RPG I know if in creating a true 'suspension of disbelief'. :)

irishred
07-13-05, 02:03 PM
Irishred: Great list, thanks! I'd forgotten all that stuff, I haven't seen it in years.

I think the SH3 Commander is going in the right direction. If it is ever possible to allow us to start in any chosen month (or even a specific date,) then that would go far to advancing a decent rule set. The choices in the stock game are ridiculously limited. The fact that SH3C already allows careers to end after a realistic time is a great step forward (thanks for reminding me, Beery, I had totally fortgotten that. :up: )

My interests in it are more 'Role Playing' than 'Ironman' so I am more interested in where and when I can patrol, whether there are any 'standing orders' I must adhere to. Another big one for me would be crew management - more specifically men transferring to and from my boat. Eg: About to leave on a patrol having just lost your XO and several of your most expeirenced men, or tranferring to a new boat and getting a totally green crew...

Also rules on what you can and can.t spend renown on, and when.

Perhaps 'controls' could even be on things like using the Watch officer and so on.....

There is a lot of stuff that could be done.

For 'Standing Orders' both the Radiolog mods actually include the historical orders as to what is and isn't valid targets at the time. One Thing I'd like to see however is a program that puts everything in a KTB format. (like the patrol report writing the SH1 PT guys cooked up.) Something like that I feel would be a great tool, especially for us lazy captains. :P

Tegerian
07-13-05, 11:09 PM
3. After my 5th patrol I will roll a die to determine whether or not I will retire from my career.Evens means I continue for one more patrol and then I roll again after that one..Odds means I end my career right then and there.


Sorry man this isnt AD&D THere was no diece rolling in ww2

Seems he uses the dice roll to simulate the whims of HQ, since historically Captains didn't go much past 5 patrols. Nothing wrong with folks making their own rules to keep the game fun.

Twelvefield
07-14-05, 12:15 AM
A "realism rule" I follow that hasn't been mentioned: don't load external torpedoes in bad weather, and don't submerge while loading external torps.

As for dice-rolling in WWII, sure, there was plenty of it, at least in the movies. They played craps in a pivotal scene in "The Longest Day". In the rarely-seen Director's Cut, they actually use ten-sided dice and the dialogue has been changed to that Private O'Malley rolls a +1 Charisma.

(Today, I went for some day surgery. If I am mixing hard advice with nerd humor in the same post, I'm probably still under the influence of the anaesthetic.)

(Explaining myself with excuses in parenthesis is another syndrome of anaesthetic fugue)

(Obtuse grammar is another symptom)

(I'll stop now...)

Drebbel
07-27-05, 12:28 AM
Tough rules, I love sneaking into harbors :-?

Deamon
08-05-05, 07:56 PM
Its too bad we dont have the option to actually have to navigate realisticlly. That would be a first for a Naval Sim.....it would make things very interesting IMHO.

Than don't miss IUF(when it will be finished some day) :)

Deamon

Duli
08-06-05, 04:54 AM
What is IUF?

Deamon
08-06-05, 02:05 PM
What is IUF?

Click on the banner in my sig!

Deamon

Ula Jolly
08-06-05, 02:53 PM
cause its the closest thing to really being on a patrol out at sea in a u-boat.
It's also the closest you will come to dive away from all things resembling a healthy life where you game with moderation. :up:
Are things really that fun on 100%?

I leave it to others to play their games, so I am speaking for myself when I say I couldn't possibly find such fun in playing it this way.

If you want full realism, you have to copy EVERYTHING. "Full realism" is no difficulty-setting, it's the real life. It's s'posed to be a game. :arrgh!:
If you find fun in doing it such a hard way (which you must, or else you probably wouldn't be doing it), I wish ya good luck. Myself, I'm too much of a landlubber. :D

Edit: Hmm... :hmm: One fun thing to try out would be to have one or two players. To send saves from one computer to another, perhaps for sleeping and such.

Deamon
08-06-05, 04:01 PM
I leave it to others to play their games, so I am speaking for myself when I say I couldn't possibly find such fun in playing it this way.

If you want full realism, you have to copy EVERYTHING. "Full realism" is no difficulty-setting, it's the real life. It's s'posed to be a game. :arrgh!:
If you find fun in doing it such a hard way (which you must, or else you probably wouldn't be doing it), I wish ya good luck. Myself, I'm too much of a landlubber. :D

Of course everyone seek something different from a game/sim. Some people just want to relax after a long day of hard work, to immerse away from the unconfortable reality for a while. Other people seek the tactical challange. And other want to learn as mutch as possible and try as mutch as possible via a game. For some the game is a simulator to try out all the things they read in books. I always look for the edjucational aspects in a game. Sutch a game is a great mean to learn alot about the subject. So i'm always unsadisfied about most of the games because they are not complicated and hard core enough for me :arrgh!:

I want to deal with every neat and bolt. I'm sutch a freaken out u-boat nut that i want to know everything little ditail about it. I want to have the full operational and tactical challange and not least than that, that's how i would define the turm "full realism". I want an u-boat where every switch and crank work. I want an u-boat that behaves very close to the real thing. I want to do navigation on my own, i want to end up with a sky covered for weeks and not knowing where to hell i am. I don't want GPS maps or head up displays in a WWII sim. I want to have orders to send status reports regularly, i want to receive tactical reports when something important is going on that might concern me. I want to be embeded in fleet operations. But i guess it's hopeless for me to wait till a commercial developer team will come up with a sim like i want it to be, so i started my own little project.

Is there anyone else here who shares my taste ?

Edit: Hmm... :hmm: One fun thing to try out would be to have one or two players. To send saves from one computer to another, perhaps for sleeping and such.

This is a damn good idea. I must consider it for my feature list :arrgh!:

Deamon

Cpt.Nautilus
08-06-05, 04:09 PM
Is there anyone else here who shares my taste ?

I'm completely with you. I see the simulators exactly in the same way.

Not sure this can still be seen as a game, but for me, learning things is one of the best entertainments in life. So, maybe playing a good subsim could better be compared to reading a book than to playing a game...

Deamon
08-06-05, 04:29 PM
Is there anyone else here who shares my taste ?

I'm completely with you. I see the simulators exactly in the same way.


Always good to hear that i'm not alone. :)

I go even so far that in most cases i refuse to play a game if i cannot learn something new from it.

Not sure this can still be seen as a game, but for me, learning things is one of the best entertainments in life. So, maybe playing a good subsim could better be compared to reading a book than to playing a game...

Oh yes, it's great when you can experiance things in a game that are like the storys you read in books.

Feel free to visit my homepage and share my ditail fetishism:

http://www.dreadnoughtproject.org/heinrich/main.htm

May i invite you to post your wishes and ideas here please:

http://www.subsim.com/phpBB/viewtopic.php?t=40964

Cheers,
Deamon