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View Full Version : The ultimate subsim idea


Kapitan_Phillips
11-19-05, 10:58 AM
Whilst playing Dangerous Waters recently (which is the most advanced simulation game I've ever played) I thought of how great it would be if you could increase the realism of submarine operations. For example, the submarine could carry ballistic missiles, and you have to perform missile drills and attacks (both of which meaning that you as a player get to put in the codes and the keys etc.). The codes could be stowed in a seperate 3D compartment, where a safe can contain the orders for your campaign mission, (for which you can choose a combination) and your 1WO and yourself have the missile keys, and launch codes. Furthermore, There could be a series of radio messages, both for confirmation of missile launch, or for cancellation.

Also, having a patrol system like Silent Hunter 3 wouldnt be bad, I for one run DW on my laptop at night - nothing quite like slumbering to the low whirr of your Akula systems. I was woken at 3am this morning with a sonar contact, and was up for an hour classifying and evading the target (which was a whale)

This would add (in my opinion) an incredible realism boost, and it would make the player feel more responsible for the survival of his/her boat. Just imagine getting the radio message "Prepare to launch missiles" from command, then going through each of the stages, never knowing if this could really be the start of the next World War.

micky1up
11-19-05, 11:50 AM
i wouldnt mind being able to command a swiftsure class like hms sceptre which i currently serve on:)

kiwi_2005
11-19-05, 11:54 AM
All of the above except for the Nuke option is already working in Silent Hunter 3 :D

DW although im still reading the 500+ pages manual :88) i would say all of the above.

Fish
11-19-05, 01:12 PM
None of the above, if I may say so. :shifty:

Hellcat
11-19-05, 10:51 PM
I'd much rather see an increase in the dynamic nature of our current crop of games. I always hated the idea of scripted missions and scripted game mechanics. Why for example should it always take me 10 seconds to fire a tropedo? Why not give it a varible time? Sure I can always give input at the same speed but why not make the actual firing a varible? (ie a crewmember screws up = 5 sec+ in launch time)

Immerision is important but randomness is the top of my list, I'd rather never know what's next then always know the exact rate at which I can do certain things within the simulation.

regards,

lesrae
11-20-05, 01:23 AM
i wouldnt mind being able to command a swiftsure class like hms sceptre which i currently serve on:)

I'd like someone to simulate the Faslane weather - horizontal rain 11 months a year, 20 yds visibility, freezing cold in August ;O)