Tikigod
03-09-06, 04:47 PM
Gameplay
-ability to manually adjust front and rear dive planes
-more manual control over ballast (ability to manual rotate valves)
-ship supplies, rations, diminish the longer you are at sea...forces you to dock at ports to get more food for crew
-functioning anchor
-breakdowns...downtime to replace parts, tuneups (to increase efficiency of engines every so often)
-ability to dump fuel or jettison an artificial debris field
-ability to simulate boardings for resupply or intellegence gathering (like you would dock at (shipname) and then based on a percentage and time of war it would give you a list of items or prisoners you recovered. These would then be traded at end of mission for more reown or skill points)
-a boarding crew that is setup like damage/repair crew box but, during a board a certain amount can get injured or die (boarding is activated when next to a enemy ship...will ask would you like to board your party yes/no when click yes it calculates results based on crew fatigue, wounded, etc or just random success or fail...with casualty report)
-real working milk cows
-no death screen
-death by sinking, drowning, or imploding beyond crush depth limits...no death by hull integrity 10% at 20 meters, etc...should just sink in shallow areas...not implode
-visual damage on the uboat models
-thermal layers
-reduction of hull integrity causes leaks...the less the hull integrity value the more the leaks....the deeper you go the more the leaks....leaks can overwhelm the pumps....and cause flooding...this restricts how deep you can go and/or how long you can stay down at a deeper depth....eventually you will have to climb to a shallower depth to slow down the leak rate
-leaks cause flooding if pumps dont work
-pumps can fail and be repaired at various locations throughout ship
Campaign Improvements
-dynamic campaign that can be played in both single player and multiplayer modes so friends can join and help you out with your campaign
-more available realistic missions: airmen rescue missions, ship demolition by boarding parties, cloak and dagger ops, minelaying, beacon missions for amphibious landings, and chariot recovery, recon: photos of ports, docked ships, mine locations, other enemy assets, patrol behaviors.
-ability to choose campaign or theatre of operations (these can come in form of addons or expansion packs)
Multiplayer
-ability to receive and transmit messages in multiplayer to other friends on uboats (wolfpacks)
Commands/Orders
-ability to scuttle the ship to prevent capture
-ability to abandon ship to save crew
-ability to surrender
-secure compartments (all hatches closed)
-man overboard (ordered to get chance to recover someone that gets washed off deck)
General Compartments
-full compartments to explore and interact with (torpedo room, sleeping quarters, mess, head)
-functioning lights-ability to manually turn sections of ship on and off or change coloration for different running modes. amount of lights drain battery during use
-repair party seen in 3-d view working on the part of ship you put them in
-more breakable equipment with ability to check status and work on
-periscope animation inside compartment...you click on periscope you want to use you see it rise and can tell if it is up or down by looking at 3-d representation)
-opening and closing hatches
-compartment flooding in 3-d view
-functional bilge pumps in different locations that you can check.
-compressor that you can hear running on surface
Radio Room Improvements
-real uboat engagement orders and laws to follow through different parts of war (only attack on surface, signal must be given, lifeboats must leave safely, boats must be armed, etc)
-functioning enigma machine....encoded messages
-Ability to request more options from headquarters (aerial recon, distress, resupply, etc)
-Ability to ask for replacements for specialists that die (mechanic, sonarman, navigator, etc)
Captain's Quarters
-captains logbook or reference library that can be modded or expanded...html format liek the pilot logbook in fs9
Watch Officer/Deck
-ability to use a sextant or use watch officer to find location for navigation only while surfaced on clear day or night....gives a genral location not specific...error grows the longer you are submerged or in bad weather.
-Small percentage of probability of watch crew member or members being lost overboard during rough weather.
-ability to hoist flags
-ability to signal ships through signal light or flags
-ability to have noone on deck when on surface
-uboat spotlight to identify flags at night
Engine Room
-ability to check oil levels add new oil or have oil leaks and different effects to engine from it
-animated engine
Mess
-inventory of amount of food onboard
-shows how many days left of food
-adjust how much is rationed...full, half, quarter....the less the food the weaker and higher the chance of crew getting sick
-food is perishable based on climate (a certain amount of waste of food rotting occurs the warmer the waters the faster this process occurs)
Crew Management
-chance of crew getting sick at sea...can spread to other crew members if not treated by medic
-high co2 levels cause crew to work less efficiently...longer repair times, reaction to orders, etc...
-if 02 depletes or c02 is in danger levels crew die in a trickling effect not all at once
-talented crew (crew characters have more individual features...you may get a engine mechanic that is more talented than another despite his ability to get better....same goes for helmsmen, torpedomen (strength more physique)
-ability to set crew shifts or presets for crew to rotate at different times
Crew Qualifications and Traits
Torpedoman-Strength, Repair, Efficiency
Helmsman-Strength, Repair, Efficiency
Repairman-Strength, Repair, Efficiency
Radioman-Intelligence, Technical Skill, Hearing
Sonarman-Intelligence, Technical Skill, Hearing
Navigation-Intelligence, Technical Skill
Medic-Intelligence, Technical Skill
Fire Control-Strength, Efficiency
Watchman-Intelligence, Vision
Gunner-Strengh, Vision
Flak Gunner-Strength, Vision
Machinist-Intelligence, Technical Skill, Repair, Efficiency
Cook-Technical Skill, Efficiency
Special V.I.P. Guests (these are guests that travel with you for special missions)
Photographer/Intelligence Operative-takes pictures gathers intelligence
Propaganda Official-observes Conduct and procedures of Patrol Reports back findings....no fooling around when this individual is on board....everything must be by the book
Special Ops/Commandos-use you for a ride to a mission area
Shotdown Airmen-you pick these up for points they use you for a ride home during a rescue
Reporters-Writing Story on war at sea rare but, available
Sick and Wounded-Random pickups solidiers or other injured uboat crew
Naval Officials-general transport
Mechanic or other crew- replacements needed for distressed uboats at sea
Common Traits:
Focus-ability to do work efficiently despite environmental conditions
Fear-fear of death
Intelligence-efficiency modifier
Vision-ability to see
Hearing-ability to hear
Strength-Physique, ability to do laborous tasks
Efficiency-ability to boost the function of a compartment
Technical Skill- Understanding of Station-efficiency modifier
Morale-Attitude at sea
Repair-ability to stop or reduce flooding
Fire Control-Ability to stop or contain a fire
Stamina-Ability to recover traits at rest
Environment
-differnet types of ocean floors....ability to have uboat sink in muddy bottoms causing you to push back and forth to try to free it
-realworld tides (exposing mines or cutting off navigation areas)
-sealife animated objects and sounds (whales, dolphins, biological sounds)
-seaweed or schools of fish seen in shallow areas.
-channel markers for entering and leaving ports
-Simulate Upper and Lower Currents, simulate major current systems found throughout world (gulf stream, etc) and affect the way you travel (fuel consumption, etc)
-fog horns in harbors during poor visability
-underwater terrain (trenches, mountains, etc)
-moon illusion-large moon near horizon and smaller the higher it is in sky
Ship Behavior General
-functioning ship sirens and emergency flares fired from sinking or burning ships
-navigational lights for ships at night
-portholes and other night lighting effects
-destoryers sometimes will use real hunting techniques- 3 in line abreast formation carpeting floor with depth charges, etc
Types of Damage
Air Compressor Failure
Air Leaks
Oil Leaks
Fuel Leaks
Engine Failure (either port engine, starboard engine, or both)
Out of Oil
Compartment Fire
Jammed diving plane
Battery Failure
Battery Leaks
Gas from Battery
Periscope failure
Electrical failure (lights)
Flooding
Leaks (Minor Flooding) as hull integrity decreases leaks increase
Radio, Hydrophone, Radar Failure
Bilge Pump Failure different locations
Contaminated Air (after fire) requires venting or filter scrubbing
Air Filtration Failure
Influences/Behaviors/Relationships
As CO2 Rises and O2 Decreases --> Crew Efficiency Decreases, Stamina Decreases
As Ship Damage Increases-Fear Increases, Morale Decreases
Depth Increases- Fear Increases
Attacks Increase- Fear Increases
Fear Increases- Efficiency Decreases (more mistakes and loss of focus)
Morale Decrease-Efficiency Decreases
Moral Depleats-chance of crew refusing orders or jumping overboard (suicide) increases
Lower the Food Quantity Given at meals- Moral Decreases, Efficiency Decreases, Chance of Illness Increases, Strength Decreases, Stamina Decreases
Time at Station Increases-Focus Decreases, Strentgh Decreases
Time at sea Increases-Moral Decreases, Stamina Decreases, Chance of Illness Increases
Morale Decreases and Fear Increases chances of Suicide Increase
Expandability
Open ended for modding-less restrictions
Community can edit scenery for world (make customizable ports, rivers, and environments just like flight sim community)
Compartment editing
Ship Editing
Uboat Editing
Underwater Terrain Editing ability to import realworld seafloor data like fsgenesis or fsglobal does for flight simulator
-ability to manually adjust front and rear dive planes
-more manual control over ballast (ability to manual rotate valves)
-ship supplies, rations, diminish the longer you are at sea...forces you to dock at ports to get more food for crew
-functioning anchor
-breakdowns...downtime to replace parts, tuneups (to increase efficiency of engines every so often)
-ability to dump fuel or jettison an artificial debris field
-ability to simulate boardings for resupply or intellegence gathering (like you would dock at (shipname) and then based on a percentage and time of war it would give you a list of items or prisoners you recovered. These would then be traded at end of mission for more reown or skill points)
-a boarding crew that is setup like damage/repair crew box but, during a board a certain amount can get injured or die (boarding is activated when next to a enemy ship...will ask would you like to board your party yes/no when click yes it calculates results based on crew fatigue, wounded, etc or just random success or fail...with casualty report)
-real working milk cows
-no death screen
-death by sinking, drowning, or imploding beyond crush depth limits...no death by hull integrity 10% at 20 meters, etc...should just sink in shallow areas...not implode
-visual damage on the uboat models
-thermal layers
-reduction of hull integrity causes leaks...the less the hull integrity value the more the leaks....the deeper you go the more the leaks....leaks can overwhelm the pumps....and cause flooding...this restricts how deep you can go and/or how long you can stay down at a deeper depth....eventually you will have to climb to a shallower depth to slow down the leak rate
-leaks cause flooding if pumps dont work
-pumps can fail and be repaired at various locations throughout ship
Campaign Improvements
-dynamic campaign that can be played in both single player and multiplayer modes so friends can join and help you out with your campaign
-more available realistic missions: airmen rescue missions, ship demolition by boarding parties, cloak and dagger ops, minelaying, beacon missions for amphibious landings, and chariot recovery, recon: photos of ports, docked ships, mine locations, other enemy assets, patrol behaviors.
-ability to choose campaign or theatre of operations (these can come in form of addons or expansion packs)
Multiplayer
-ability to receive and transmit messages in multiplayer to other friends on uboats (wolfpacks)
Commands/Orders
-ability to scuttle the ship to prevent capture
-ability to abandon ship to save crew
-ability to surrender
-secure compartments (all hatches closed)
-man overboard (ordered to get chance to recover someone that gets washed off deck)
General Compartments
-full compartments to explore and interact with (torpedo room, sleeping quarters, mess, head)
-functioning lights-ability to manually turn sections of ship on and off or change coloration for different running modes. amount of lights drain battery during use
-repair party seen in 3-d view working on the part of ship you put them in
-more breakable equipment with ability to check status and work on
-periscope animation inside compartment...you click on periscope you want to use you see it rise and can tell if it is up or down by looking at 3-d representation)
-opening and closing hatches
-compartment flooding in 3-d view
-functional bilge pumps in different locations that you can check.
-compressor that you can hear running on surface
Radio Room Improvements
-real uboat engagement orders and laws to follow through different parts of war (only attack on surface, signal must be given, lifeboats must leave safely, boats must be armed, etc)
-functioning enigma machine....encoded messages
-Ability to request more options from headquarters (aerial recon, distress, resupply, etc)
-Ability to ask for replacements for specialists that die (mechanic, sonarman, navigator, etc)
Captain's Quarters
-captains logbook or reference library that can be modded or expanded...html format liek the pilot logbook in fs9
Watch Officer/Deck
-ability to use a sextant or use watch officer to find location for navigation only while surfaced on clear day or night....gives a genral location not specific...error grows the longer you are submerged or in bad weather.
-Small percentage of probability of watch crew member or members being lost overboard during rough weather.
-ability to hoist flags
-ability to signal ships through signal light or flags
-ability to have noone on deck when on surface
-uboat spotlight to identify flags at night
Engine Room
-ability to check oil levels add new oil or have oil leaks and different effects to engine from it
-animated engine
Mess
-inventory of amount of food onboard
-shows how many days left of food
-adjust how much is rationed...full, half, quarter....the less the food the weaker and higher the chance of crew getting sick
-food is perishable based on climate (a certain amount of waste of food rotting occurs the warmer the waters the faster this process occurs)
Crew Management
-chance of crew getting sick at sea...can spread to other crew members if not treated by medic
-high co2 levels cause crew to work less efficiently...longer repair times, reaction to orders, etc...
-if 02 depletes or c02 is in danger levels crew die in a trickling effect not all at once
-talented crew (crew characters have more individual features...you may get a engine mechanic that is more talented than another despite his ability to get better....same goes for helmsmen, torpedomen (strength more physique)
-ability to set crew shifts or presets for crew to rotate at different times
Crew Qualifications and Traits
Torpedoman-Strength, Repair, Efficiency
Helmsman-Strength, Repair, Efficiency
Repairman-Strength, Repair, Efficiency
Radioman-Intelligence, Technical Skill, Hearing
Sonarman-Intelligence, Technical Skill, Hearing
Navigation-Intelligence, Technical Skill
Medic-Intelligence, Technical Skill
Fire Control-Strength, Efficiency
Watchman-Intelligence, Vision
Gunner-Strengh, Vision
Flak Gunner-Strength, Vision
Machinist-Intelligence, Technical Skill, Repair, Efficiency
Cook-Technical Skill, Efficiency
Special V.I.P. Guests (these are guests that travel with you for special missions)
Photographer/Intelligence Operative-takes pictures gathers intelligence
Propaganda Official-observes Conduct and procedures of Patrol Reports back findings....no fooling around when this individual is on board....everything must be by the book
Special Ops/Commandos-use you for a ride to a mission area
Shotdown Airmen-you pick these up for points they use you for a ride home during a rescue
Reporters-Writing Story on war at sea rare but, available
Sick and Wounded-Random pickups solidiers or other injured uboat crew
Naval Officials-general transport
Mechanic or other crew- replacements needed for distressed uboats at sea
Common Traits:
Focus-ability to do work efficiently despite environmental conditions
Fear-fear of death
Intelligence-efficiency modifier
Vision-ability to see
Hearing-ability to hear
Strength-Physique, ability to do laborous tasks
Efficiency-ability to boost the function of a compartment
Technical Skill- Understanding of Station-efficiency modifier
Morale-Attitude at sea
Repair-ability to stop or reduce flooding
Fire Control-Ability to stop or contain a fire
Stamina-Ability to recover traits at rest
Environment
-differnet types of ocean floors....ability to have uboat sink in muddy bottoms causing you to push back and forth to try to free it
-realworld tides (exposing mines or cutting off navigation areas)
-sealife animated objects and sounds (whales, dolphins, biological sounds)
-seaweed or schools of fish seen in shallow areas.
-channel markers for entering and leaving ports
-Simulate Upper and Lower Currents, simulate major current systems found throughout world (gulf stream, etc) and affect the way you travel (fuel consumption, etc)
-fog horns in harbors during poor visability
-underwater terrain (trenches, mountains, etc)
-moon illusion-large moon near horizon and smaller the higher it is in sky
Ship Behavior General
-functioning ship sirens and emergency flares fired from sinking or burning ships
-navigational lights for ships at night
-portholes and other night lighting effects
-destoryers sometimes will use real hunting techniques- 3 in line abreast formation carpeting floor with depth charges, etc
Types of Damage
Air Compressor Failure
Air Leaks
Oil Leaks
Fuel Leaks
Engine Failure (either port engine, starboard engine, or both)
Out of Oil
Compartment Fire
Jammed diving plane
Battery Failure
Battery Leaks
Gas from Battery
Periscope failure
Electrical failure (lights)
Flooding
Leaks (Minor Flooding) as hull integrity decreases leaks increase
Radio, Hydrophone, Radar Failure
Bilge Pump Failure different locations
Contaminated Air (after fire) requires venting or filter scrubbing
Air Filtration Failure
Influences/Behaviors/Relationships
As CO2 Rises and O2 Decreases --> Crew Efficiency Decreases, Stamina Decreases
As Ship Damage Increases-Fear Increases, Morale Decreases
Depth Increases- Fear Increases
Attacks Increase- Fear Increases
Fear Increases- Efficiency Decreases (more mistakes and loss of focus)
Morale Decrease-Efficiency Decreases
Moral Depleats-chance of crew refusing orders or jumping overboard (suicide) increases
Lower the Food Quantity Given at meals- Moral Decreases, Efficiency Decreases, Chance of Illness Increases, Strength Decreases, Stamina Decreases
Time at Station Increases-Focus Decreases, Strentgh Decreases
Time at sea Increases-Moral Decreases, Stamina Decreases, Chance of Illness Increases
Morale Decreases and Fear Increases chances of Suicide Increase
Expandability
Open ended for modding-less restrictions
Community can edit scenery for world (make customizable ports, rivers, and environments just like flight sim community)
Compartment editing
Ship Editing
Uboat Editing
Underwater Terrain Editing ability to import realworld seafloor data like fsgenesis or fsglobal does for flight simulator