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Would be nice to include gradual damage to the submarine, and its different parts...
ex, If you are debthcharged to kingdom come, but get out... some things wont work right, or if your engine room was damaged/flooded, the deisels could have water in them, or have parts damaged from being jolted around. also for those who like to flank it to there patrol grid, have your engines start to malfunction after 1 and a half, or 2 hours... and if you run the too hard have them possiably be distroyed, or damaged beyond out at sea repair... also if you let your sub get badly damaged, have the hull get weaker, overtime... untill you go in for a refit... |
It's been mentioned before, just not sure in this thread: setting up a routine/standing orders.
Once I arrive in a patrol zone, I want to make regular dives to make hydrophone checks. Would be nice to activate an option that automatically, for example, dives the boat to PD for 5 minutes every 2 hours and then surfaces again. Now I either do this manually, which becomes incredably repetitive very fast (come out of TC, dive, make sweeps, surface, back into TC, etc), or I just park the sub at a nice spot, waiting while at PD and dead-stop (not realistic behaviour, from what I gather). Either make it dynamic, allowing us to define these routines ourselves, or scripted, to reflect procedures that were used by real Kaleuns. Just something to take out the repetitive nature of patrolling in said manner. (did real Kaleuns make regular dives for hydrophone checks while patrolling?) |
My wishlist
- I want COMPLETE control of my sub. I want use electric engines on the surface and port engine full back and stb engine full ahead. That would make your subs steering when being depth charged. - More realistic ocean floor. I want underwater rocks like this: http://img199.imageshack.us/img199/4516/jhkhi.jpg - And of course, wolfpacks. http://img7.imageshack.us/img7/3306/kullie.jpg |
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Posted in another tread, but fine idea.
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Well since we know that Skwasjer won't reverse engineer SH5, if the devs don't give us a modding tool like a lite Kashmir, I don't think SH5 will have such a long life expectancy... at least not long enough for people to wait for the next game if there ever is one..
I saw that Bohemia interactive did release a modding tool suite for ARMA2: Quote:
Why doesn't Ubisoft do the same ???? keltos |
# A system similar to this:
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# A partially randomised maximum depth unique to every sub (not sub class). You would only be able to find this out first hand. Would add actual tension to the option of diving deeper during depth-charge attacks. |
Additionally to core game:
1) Play patrols / missions as allied sub vs axis navy 2) Play multi as allied submarine 3) Play multi as axis / allies submarine in teams 4) Play multi as axis / allies navy (escort) as team (not only a host like in SH4) 5) Play patrols / missions /multi as axis DDs vs. allies DDs (great surface battles) ... 99) Build "Destroyer Command 2" add-on for SH5 :yeah: I hate it in SH4 (bugs?): 1) Impossible to create multimission with German subs with UBM add-on 2) No full ship's control in adversial mode 3) Play escort only as host with other sub players... (no as alone player) http://img245.imageshack.us/img245/8929/dc2d.jpg |
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And then make another attack with a drunk crew. :yeah: Or maybe get them drunk so they can handle depthchargings better. :) |
I would like the option to have no dive menu button so that the diving time is dependant on the animation time the watch officer takes to climb down the hatch and close the lid . If i am in the sub then i should be able to see the watch officer climb down the stairs . If i am down below then i want to hear alarm screamed out and the watch officer climbing down the hatch . As a first person on the conning tower i should be able to sound alarm and then click on my binoculas and coat and goggles to pick them up before i look down the hatch to climb down . The dive time would be dependant on the fatigue of the crew . More fatigued crew or wounded crew = slower time to get off the bridge . Obviously i wouldnt normally put a wounded watch officer on the bridge though . You wouldnt have to animate all the crew climbing up or down the hatch , just the watch officer . Make it that i cannot climb thru the animated officer and he is like a barrier to climbing down or going up if he is first . The extra deck/conning,gun crew auto appear or dissapear as i am climb up or down the hatch . The number of turns it takes the hatch lid to close should depend on the health of myself or my watch officer / watch crew combined health .
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...and the number of turns are in correlation to my health :06::hmmm: It would make much more sense to bind the turning speed to my health :yep: |
Hello again guys, I almost forgot about this. I know Milkcows have already been mentioned, but this time, can we at LEAST visit friendly or neutral ports that can give us, or sell us, Fuel. (take points away if you must). Fuel is a BIG problem on long voyages. Thanks for your time, and effort.
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door wheel thingy that you turn . |
dunno if mentioned, but: (!)
I want the opportunity to enter course/depth data in digital form! I.E. withe the Numpad, course 135, or depth 225 ... whatever - i like the "analog" way of clicking with the mouse, but often i have to reclick, since i got it wrong .... cheers, morph |
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