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-   -   Supplement to SH Survey: What should Ubi do to make SH5 the best? (https://www.subsim.com/radioroom/showthread.php?t=150720)

Annatar 04-16-09 05:13 PM

*Full dynamic campaign is a necessity.

*WOLFPACKS

*Functional Aircraft carriers, with the aircraft able to take off, perform ASW, spotting, combat etc... and then hopefully return to land back on the carrier deck.

Quote:

Originally Posted by LukeFF
Have the campaign track whether a major warship has been sunk or not. If I sink a Yamato class BB, then the game should remove one of these ships from the "roster," never to be seen again. As a consequence, the campaign engine should compensate accordingly when the ship is due to be generated later in the campaign (e.g., if a convoy calls for two Yamato class BBs, and one has already been sunk, then only one will be generated.

And this.

LukeFF 04-16-09 05:14 PM

One that I forgot:

Please make sure the crew limits are appropriate for each navy simulated. For the Germans, this means:
  • Enlisted: Matrose to Matrosenobergefreiter
  • Junior Petty Officers: Maat and Obermaat
  • Senior Petty Officers: Feldwebel to Stabsoberfeldwebel
  • Cadets: Fahnrich and Oberfahnrich
  • Officers: Leutnant and Oberleutnant
For the Americans:
  • Enlisted: Apprentice Seaman to Seaman 1st Class
  • Junior Petty Officers: Petty Officer 3rd Class to Petty Officer 1st Class
  • Senior Petty Officers: Chief Petty Officer
  • Officers: Ensign to Lieutenant

martes86 04-16-09 05:15 PM

Ohhhhh juicy thread, let's get started with MY ideas... :D

-Dynamic campaign
-A TDC station for the TDC alone, like in SH2. (TVR - Torpedovorhaltrechner in German :DL )
-Extended interiors and more interior interactiveness (cool if doors could close at will)
-Resurrect the SH2 possibility to call the lights red/white, or just turn them off to sleep, and keep the battlestations possibility
-No sailors "popping up" out of nowhere, have them walk
-Separate engine management (please make it so that the engine lights blink when changing the setting)
-Manual dive planes management/ordering
-Improved multiplayer:
· Multistation games (several players in one sub/ship)
· Direct IP connectivity possibilities
· LAN games
· Improved game chat
· Improved spectating
· Surface ships! (but true individual per player ships, not just a guy managing the whole escort group). Part of the slow death of MP is because we're always playing against the AI, unlike SH2/DC
-Surface ships! (again, lol). It'd be great if they got the same level of detail as the subs in all regards (interiors, gameplay...)
-Mantain SH4's watch crew mechanics, but reinstate SH3's management screen, and have them leave positions and go elsewhere when not really needed (i.e., electro-machinists not needed on the surface), or at least, that they don't get fatigued too much when not working
-Ability to relieve of duty anyone, and leave his station empty
-Possibility to walk as in a FPS around the sub (make an option to switch it off, for faster gaming)
-Keep SH4's hull-holing ability
-Keep SH3/4's ability to get asked if ship should submerge, engage, or stay put when spotting a contact, and give a fourth option to have the watch do as they see fit considering each situation
-Implement a replay or a cinematic mode (for making videos without having to steer the ship)
-Retake SH3's ability to have each officer do his thing, and not just have the Engineer get all the options like in SH4, and make each officer look at you again and properly confirm your command
-Make a good logbook. I expect to see date and time of departure, and what ships I've sunk so far. When I return to port, I expect to see all that, plus date arrived in port, and number of days at sea during that patrol. Also make it possible that we can write our own entries like in SH2, and that each log gets outputed to a txt file (like in SH2 too)
-Make planes do realistic length flights, not just appear out of the blue at a certain influence distance from the sub
-Make it so that, depending on the speed, it actually variates how fast you submerge, and also make it realistic on deep dives, where it is hard to mantain the sub trimmed, and so constant corrections are needed
-Ability to call a "Clear the bridge" command, so that we can choose to stay alone on watch the whole time, or even call the dive at a later stage, making the dive a much faster process opposite to having to wait for everyone to come down
-Realistic simulation of all items secured for dive (like say, close the hatches, close the diesel exhausts...), and disallow dive if for whatever reason, those items can't be secured (like no one in the diesels closing the exhausts or a damaged hatch)
-Mantain the abilities to send progress and status reports (and that the enemy can intercept them, or your allies -in MP-), and (for MP too, or SP ships) make it possible to communicate ship to ship with light signaling or flag signaling
-UBERMODDABILITY!!!! My dream would be Source-engine-like modding capabilities, that include reprogramming functionalities or putting in new ones (I'm a professional programmer, so...), but if that's out of the question, then allow for modding of already existing units and models (and sub interiors), sounds, textures, campaigns and missions, and the possibility of adding new units, models (and sub interiors), sounds, textures, campaigns and missions, and provide a top-notch SDK. And please, make a good mission editor, so that we can make good scripted missions (good for SP tournaments) within the dynamic campaign layer, make it user friendly, and add some serious trigger system (event-based, time-based, activation-based, objective-based... you name it) support
-And a very cool concept I've thought of... that the career mode makes you able to start from a planesman to a watch officer, and even make it to commander of a sub (or surface ship, please don't forget about that!).



Ok... midnight in Spain, gotta go to bed, I've got a daily job to wake up for. But I'll be posting more ideas if I think of more, or if someone in the 24th needs some help with translations. For the moment, whoever reads this at Ubi won't need any brainstorming sessions for some time. :rotfl:

Cheers :rock:

Seeadler 04-16-09 05:24 PM

what would make it great
1. A dynamic campaign with more dynamic than the free choice to decide where I go. The effectiveness of the wolfpacks should be impact on the behavior and routes of convoys

2. Functional wolfpacks! Hey, the old DOS game "Aces of the Deep" had them and they had worked.

3. A multiplayer with player controled destroyers. Only one type of MP destroyer and MP submarine is enough for the release, more could be delivered in addon's. Radar, sonar on the destroyer should functionally implemented not only a command sim like in SH4 multiplayer.

4. Better modding ability. Tools for the customers to import new content f.e. harbour layouts should not be so realistic but give the modders the chance to complete this work like the scenary modders do it for the fligh simulator community

what mistakes from SH3/SH4 not to repeat
1. Don't push the game out before it's finished
2. Not announced on the website that there are plans to release modding tools (still on the SH3 website :hmmm:) and then never let it happened.

lurker_hlb3 04-16-09 06:02 PM

"Historically accurate" Dynamic campaign for both PTO/ATO along with all the necessary ships / subs / aircraft

JScones 04-16-09 06:10 PM

-OPTIMISED CODE! SH4 went part way there
-Accurate AI
-SH3 Commander (incl Crew Manager and Patrol Log Editor) functionality built in, especially date based changes. SH4 went part way there. I think it is fair to say that if it's in SH3Cmdr, it's because there was a community demand for it. Adding a Nightclub feature (for example) is a simple few hours work but makes a big difference
-Ease of modding, including ability to add new subs and nationalities (ie British, Dutch, Japanese)
-Improved crew management - I have a Chief Warrant Officer, let him do his job of micromanaging crew rotations, discipline, admin paperwork (transfers) etc
-Accurate ranks, including JNCOs
-Medals/badges awarded as per historical criteria and timelines

Kapt Z 04-16-09 07:17 PM

If it's another u-boat sim then it must have wolfpacks. Better AI would be nice, but a u-boat game without wolfpacks is really missing so much.

My single biggest gripe about SH3.

kiwi_2005 04-16-09 07:26 PM

Have access to all compartments in the submarine. Have options where if we wish we can head to the engine room to start the motors - Ive always wanted to do that, or load torpedos in the aft/bow. Ive always wanted to do that too! There's a AI character in every compartment which we can take over when needed. For instance if motors need fixing we double click on the engine room guy and we're now him grab the spanner and get to fixing the motors, start the motors this might include pressing a few swtiches. Want to load a torpedo? no problem just double click on the torpedo guy and get to it by clicking a switch to work the winch that picks up the torpedo and with another flick of the button the torpedo slides into the tube then we have to let the captain know through the speaker that the torpedo is being loaded etc., All in 3d not on a 2d screenie. This can be a choice to either let the AI perform the tasks or we can.

Would also like to see deep under water canyons, or when close to the shore there's reefs etc.,. At the moment we can dive and never have to worry about hitting any enviromental threat (except for the seafloor) thats in the waters. Surely it wasn't all plain and flat where getting close to an enemy shore to attack a port should not only be a feat from avoiding the escorts but also keeping in mind of what Mother nature might put in our way.

I know sounds abit to crazy but thats how i would like the next sub sim to be! :)

UnterseeBoogeyMan 04-16-09 08:08 PM

Quote:

Originally Posted by Seeadler (Post 1085413)
2. Functional wolfpacks! Hey, the old DOS game "Aces of the Deep" had them and they had worked.

This would be the largest addition to the Silent Hunter series. Even in single player campaigns, work in coordination with AI - controlled Uboats as a pack. They radio a contact report, and you find it. You find a convoy, radio in and the AI Uboats show up. You would receive renown for however many AI uboats show up for the attack. That way you have incentive not to leave the targets all to yourself and you have a reason to risk HF/DF detection later in the war.

That leads to another suggestion - the AI controlled Uboats need to fire torpedoes. Uboats attacking convoys on the surface with a deckgun never would have happened.

One more suggestion - Larger convoys. In the war, these convoys were easily 2x the size of what I see now in SH3. And the spacing is too narrow.
This does not allow for the classic torpedo boat tactics Doentiz drilled into his men from the beginning. With larger convoys and more spacing, the destroyers are not grouped as tight to reinforce each other. This allows the Uboat player to slip between the gaps of the escort screen, penetrate into the meat of the convoy and do that voodoo that Kretchmer did sooo wellll.

Fenris_Wolf 04-16-09 08:24 PM

Here are my suggestions for SH5.

- SH4 had better graphics than SH3. Thats always a good thing. I want SH5 with DX10. :yeah:
- Freedom of choice. Immersion. Please take a look at great mods like GWX and other great mods. See how they have worked on and improved every small detail. Simming is important down to the last detail. See all the work they did to make it so realistic. Immersion is what makes a game so great. Sound effects, voices, gramaphone tracks, the role playing option from SH3 Commander adds great depth and immersion.
- My submarine. is extremely important to me. If I honor a new sub and take it out for a ride, it best not suddenly get crushed at a freaking 50m depth! :dead::zzz: I'm sorry but there's no way I can get myself hooked to such a game. No matter how nice all its other aspects are.
- My Theatre of operation. In SH3 there was plenty of choice. The harsh Atlantic weather. The calm Mediterranean. The Havanas for some warm weather. The freezing northern seas. Etc. What could be better than this? :yep:
- Please ignore all the political pressure, forget politics, politicians or any such apprehensions or else you would be stuck with little to no choice! Because we always expect a kickass game from you guys with the most awesome machinery and wonderous stuff in it that is not only worthy of the Silent Hunter title but also upholds its reputation and lives up to our expectations. It better have more room than anyone's imagination.
- Campaigns and gameplay. Not only it has to be realistic, there should also exist the great thrill of the hunt! I want my enemies to bring it on. I want those destroyers to do their best and stop me. I want a challenge. When I chew through their convoys and their mightiest warships, I want to experience a directly proportional vengeance which should be evident on its own that all the old men in their navy sat together to think of a way to stop me. I want them to mobilize their entire fleets just for me if I'm sinking far too much of their tonnage each patrol with just my boat. I want them to send their UFOs at me when I shoot down a few dozen of their airplanes in just a week.

Make it so. :up::arrgh!::up:

GoldenRivet 04-16-09 08:49 PM

Ill try to keep it short and simple.

and this is just my opinion so here is a grain of salt - gratis :D

Why i think Sh3 is technically superior to SH4 - in stock condition of course, is that SH3 had more out of the box stability.

i could tell that ubi wanted to do a lot of neat things with SH4 because it has so much potential but - in the end that potential was left unrealized until modded.

while i appreciate the attempt by ubi to attract new gamers to the subsim genre - they went about it by "hollywooding" the game into oblivion.

what i mean is they added all this eye candy, souped up the graphics, made it look good... but in the end i think most hard core sub simmers want substance. (they would rather have an intelligent cutie vs. a stupid mega-beauty)

to make SH5 they should avoid this mistake in the future.

personally I would love to see the entire sub interior modeled.

some rigs cant handle that so...so make an option

perhaps check boxes?

[] pretty grahics / plain jane command room
[] ok graphics / but fully modeled interior
[] pretty graphics with fully modeled interior (fast machines only)
[] piss for graphics with fully modeled interior etc

the range of experience of the subsimmers is vast... so the game has to be highly scalable in realism and difficulty.

Peto 04-16-09 09:11 PM

Convoy Formations: Convoys (especially Atlantic/Allied). Default settings of 1000 yards between columns and ~500 yards between ships in columns, typically wider that they were deep. A little "scattering" would be a nice touch too. Stragglers would be Great! Bad weather could also scatter ships over a wide area and force the escorts to play a game of round-up when the weather abated.

Historical Zig-Zag patterns with potential speed changes on legs of the pattern.

Escorts Searches: Escorts searching for a submarine should be able to do Line-Abreast, Ladder and Box patterns. Historical Escort Groups should be more effective at this than Independants.

Ability of escorts to hear depth changes with passive sonar (hull popping, blowing & Flooding tanks, trim pumps etc).

Mission Editor AI options: The option of giving an escort crew novice lookouts, competent gunnery crews and an elite sonar gang etc. The ability to choose Poor, Novice, Competent, Veteran, Elite, Random, Random Good, Random Average and Random Poor as crew options. These settings can apply to Depertments individually--Visual, Gunnery, Radar, Sonar, Damage Control.

Tweak AI Crew settings so a competent escort crew can be dangerous...

Randomization of Equipment Updates. It would be a nice touch if escorts did not automatically get their electronics/weapons updated at the same time.

Visual sighting parameters could be really opened up so it is possible to slip by an escort at 400 yards (or less)...

Escort DC Expenditure: Escorts should not "always" drop all their dc's on a suspected sub location. They should also be able to make educated guesses where to make blind drops by estimating where a sub "could" be since it was last contacted.

Convoy Effects of Submarine Location: A submarine inside a convoy should be very difficult to locate whether it's surfaced or submerged. The merchants were camoflage to a submarine. Also, Cargo ship crews were natoriously blind--they were intent on station keeping more than looking for subs. When they did see one, about all they could do was attempt a ram. MERCHANTS IN CONVOY SHOULD NOT BE ABLE TO PINPOINT A SURFACED SUBMARINE TO AN ESCORT!!! THE ESCORT SHOULD HAVE TO LOCATE IT BASED ON ITS OWN MERITS AND LOCATION!

Depth Charges: Should have historical sink rates. Ash Can types should also have a "tumble" factor as they didn't sink straight down but tended to wobble in deflection somewhat. This was an issue until Tear-Drop dc's were introduced. Depth settings should be "best-guesses" by the escorts. Dropping patterns with different depth settings should be a possibility. Depth Charge racks should have a few duds in the mix.

Depth Charges should also be dropped in patterns. After the 1st hits the water, the soundman should remove his headphones if he wants to be able to hear tomorrow. Only one "Depth charges in the water!" report please...

Thermal layers/Ocean Dynamic Environment: Sonar conditions should be variable. Thermal layers should exist at varying depths, be of various strengths, have boundaries (typically large areas though) and sometimes not exist at all. Sonar conditions can also be somewhat varied--perfect surface conditions don't always equate to perfect sonar performance. Flat calm water is currently the best sonar condition for escorts. In the real world, this is not true. With no surface chop or turbulence, eddies created by ship screws and depth charges take longer to dissipate and create a difficult sonar environment. Rain also greatly reduces the effectiveness of passive sonar systems--both surfaced and submerged. The best sonar conditions are typically a somewhat choppy sea state. Consider the ocean to be like the sky where clouds are the layers and murky visibility equates to murky sonar performance.

Historical currents through straits (Mindoro, Gibralter, etc) would be a nice touch.

Type 147 (Sword) Sonar: Should be a secondary active sonar system used in conjuntion another active system. It should be short range (~1200 meters max) and have look-down capabilities. Modelling it as a long range system makes it far too powerful. This would be especially important for multiplayer possibities...

Active Sonar with an A-Scope. The ability for adding this to moddable escorts (in the hope of multiplayer escort vs submarine).

Historical and "intelligent" aircraft. This includes the limitations of units not capable of night patrolling.

I may add some things about subs eventually!

JREX53 04-16-09 09:23 PM

1. A better Damage model for both ships and submarines. Example: on fleet boats letting the engines have individual damage vs taking out 2 engines at a time.
2. Having better control of engines - separate controls for each engine to allow navigation even if you lose your rudder so that you can get home using engine thrust to steer the boat.
3. Better ships physics models - acceleration and turning abilities to be more realistic for submarines and ships.

bobchase 04-16-09 10:48 PM

A few of things that bug me in SH3 and that have not been listed already are:

Hydrophone usage: I can hear around islands and/or through piers to get a sound bearing on another ship. If there is a ship southbound on the eastern channel and I am in the western channel, then I can't possibly know that they are there until the two channels meet south of the island. Similarly, on harbors that are fairly enclosed, I should not know that there are any ships in there unless I either enter the harbor or pop up the scope and see their upper silhouette. Ships in harbor are generally shut down. If I was lined up through the harbor entrance and the ship was bring the boilers on-line prior to getting underway, yes, I should hear them. However, even if the boilers are up, I shouldn't hear them if there is a solid pier in the way.

Hydrophones pt2: If I pop my scope up when I am trailing a lone ship or a convoy, and I identify one or more of the ships, then my sonar man should be able to tell me the course, speed, and bearing of any ship that I have identified until we break contact. I don't expect a hydrophone range but I would expect a ship's icon to be on my chart (F5 or F6 in SH3) until I loose contact. If I pop the scope up again and see the ship again then, yes, I would expect the ship to 'jump' closer in or further out along the bearing line because I have re-confirmed range to target. On the other hand, if fog has moved in and I can't see the ship at all, then after some amount time, the ship's icon should fade out or simply say 'unknown'.

Channels: There should be a dredged channel up to any harbor that can handle the larger ships and/or tankers. If I let my boat move out of the channel, I should pay for it by hull damage like loosing the starboard fwd planes or starboard screw, etc.

Smoke: Some merchants did make a little smoke, especially in the early part of the war when the tramp steamers with old coal fired boilers were pressed into convoy duty. However, USN escorts and their British counterparts did not make smoke. Well, they did if they were blowing tubes but that is only for a couple of minutes. And, occasionally, during an acceleration run, the BT's would get behind and there could be some smoke. Merchants were careful of making smoke too. Not as competent but certainly careful. If there was as much smoke as there is in SH3, convoys would be visible for 40 or 50 miles, long before they were sticks up and hull down just because of the smoke. However, intermittent smoke could be used for some of the 'immersion' that some of the skippers crave when a lookout calls away "Smoke! Bearing 270 relative! No sticks visible!"

Bearings: Lookouts should be able to call out relative bearings to within 20 degrees or so. They should not be telling the bridge officer the bearing to the exact degree. Similarly, the bridge officer's binoculars should only give bearings relative to ships course (and not true bearings) and only to about 20 degrees also. So you can visualize this, it would be the equivalent of calling out an inner-inner-cardinal bearing like NNE or ENE, bearings that are 22.5 degrees apart from each other.

Thermal Layers: Again, I'm not a WW2 historian, so I can't say if the Germans even know about thermal layers, let alone used them. However, they didn't just appear in the 70's, so they should be there as a variable anyway when a sub decides to go deep in its evasion tactics. If the layer is there and they get under it, then the enemy sonar's ability should be at least diminished, if not useless in finding the boat. If the German did know about them, then someone should say "It looks like we are going under a layer Herr Kapitan". If they didn't know, then just put it in as a randomization factor that uses the subs depth as a trigger and affects both enemy hydrophones and sonar.

And, finally, an opinion on another opinion:
Some folks have mentioned gunnery and how the game has an equivalent of a gyro-stabilized optics. Obviously, they did have them in WW2 but they did have something that the game could not have - a humanoidal lifeform sitting on its butt in a seat that moves exactly with the boat's movement. Some of you would be very surprised how much this can compensate for pitch and roll movements. I don't know enough WW2 sub history to make a flat statement here but if the guy in that seat is the pointer (as opposed to the trainer), then there is some gun stabilization going on. (If he was the trainer then, no, the guys are right because a trainer just moves the gun left or right.) I do suspect that the guy with the eye to the scope was a pointer, so when his butt started to roll back, he would crank (point) the gun down to stay on target and as he felt himself move forward,then he's crank like hell to bring it up to keep the gun on target. No, this would not be the uber-stable optics that are in SH3 but there would be an extended 'hang time' as the boat 'dwelled' at the top of a long Atlantic swell. It seems that Ubi tried to simulate this by having the gun lift up or drop suddenly, causing a shot to go wild, if the roll happened too fast but did not apply it to the optics as well. With a little simulation work, I think they could split the difference and have both the optics and the gun barrel always track each other while having them both move off target when the boat rolls fast, yet allow an on-target opportunity at the top of the swell or during a slow roll.

Thanks for listening

Bob

RoaldLarsen 04-17-09 12:21 AM

A MODEST WISH LIST FOR A FUTURE SILENT HUNTER

1) Wolfpacks

The rudeltaktik was a dominant characteristic of the German approach to submarine warfare for much of the war. A variation was also used by the USN later in the war. A good simulation isn't limited to modeling the hardware, it also simulates the tactics which employed the hardware and the communications which supported the tactics. For a u-boat simulation game this means more than submersible, torpedo-firing AI u-boats. It means impacts on mission design, campaign design, communications and victory conditions (renown awarded). For instance, if a player is the first to detect a convoy, he should be rewarded for reporting and shadowing the convoy and punished for attacking before the pack gathers. It means that going where you are told is more important than in SH3 (and definitely more important than in GWX which discounts it). It means being given an arrival time as well as a patrol location - this arrival time should be based on the u-boat's current position and status, and the state of air cover and surface patrols in the expected area of travel, but also on current intelligence. It means BdU sending new patrol orders multiple times when the boat is at sea. It means boats reporting position and status on a regular basis. Milkcows and supply boats are essential, but these should provide fewer torpedo reloads than in current mods.


2) U-boats

2a) GUI
The user interface should be easy to use (no tiny dials). The interface should model the actual tools and methods used on u-boats. The magnification and field of view of optical devices should give the player the same view as a Kaleun had. The tools used to make observations and computations should be as close as possible to the ones actually used. Continue to offer a range of options regarding which functions can be automated by assigning them to crew members.

2b) Engines and Motors
Engines and motors should be individually controllable. Provide the ability to set different revolutions forward and in reverse on each shaft. Allow running of electric motors on the surface. Model engine wear and failure from prolonged use at high speed. Model engine
malfunctions and repairs.

2c) Snorkel
Put realistic limits on snorkel use (max speed and max sea state) and model negative effects of snorkel use on crew fatigue.

2d) Torpedo Reloads
Model effects of sea state on reloading internally, and especially limits on reloading externally stored torpedos. Model what happens if interrupted when performing an external reload. Many boats went to sea without external reloads later in the war. Orignal loadouts should be arranged to support salvoes of like types (eg. Type I in tubes I and 4, type II in tubes 2 and 3, NOT type I in tubes 1 and 2, type II in tubes 3 and 4).

2e) Ammunition
Give the player more control over the mix and quantity of ammunition carried. Include the option of HE, SAP, SS and AA for the deck gun, as appropriate for the date. Provide some sort of trade-off for changing the total amount of ammo carried.

2f) Crash Dive Time
The time to crash dive should be affected not only by crew skill and fatigue, but also by the number of crew working on deck (for instance performing repairs or reloads.) Consider also the possiblity of crew on deck for routine maintenance, recreation or smoking.

2g) Trim Control
Consider making available manual trim control. This could optionally be assigned to the LI, but may need manual intervention by the player in case of damage/flooding/etc.

2h) Malfunctions, Sabotage and Repairs.
Model malfunctons and sabotage. Model more realistic repair times and more realistic damage effects.


3) Surface vessels

3a) Organization and deployment
Model escort makeup and task force makeup on historical escort groups and support groups. The proportion of escorts by nationality in the North Atlantic should be adjusted to reflect historical allocations. This means more RCN and less USN than in SH3, and at imes more RCN near Gibralter and in the Caribbean. Model the hand-off from one escort group to another at transition points such as the WOMP (this will result in differences of skill and makeup of escorts in different parts of the ocean). Tend to assign RCN escorts to slow convoys, RN to fast convoys. Model USCG cutters. Model minesweepers used in a coastal ASW role. Consider adding convoy rescue ships, with appropriate behaviour modelling. Reduce the number of merchants travelling independently. Drastically reduce the number of two ship unescorted groups. If these reductions are made, consider making spawning probability a globally accessible parameter for the action junkies. Increase the variety of merchants in the base game. Make the dstribution of ships by size similar to what occurred historically - I believe this means a higher portion of smaller ships.

3b) Behaviour
Adjust spacing in convoys to more historically accurate distances (row spacing different from column spacing). Escort positioning (e.g. different position day vs. night), search and attack patterns should be modeled on historical patterns. Model tactical control of the ships in an escort or support group by their senior officer. Consider having single escorts detached to stand by a damaged or straggling ship or to rescue survivors. Hunter killer groups should continue to search after losing contact much longer than convoy escorts. Search time should be an inverse function of number of suspected u-boats in the area. Allow individual escorts to use differing numbers of depth charges in different attacks. Make hydrodynamic behaviour of ships more realistic (less toy-like bobbing, slower acceleration). Make a more realistic damage model, that takes into account flooding, structual failure, fire, secondary explosions of cargo and ammunition, and system loss related to area of damage. Consider having some form of damage control. Provide for crews to abandon ships that are not yet sinking. Provide a way for u-boats to stop unescorted unarmed ships for inspection. Model stragglers and ships (including escorts) returning to port due to damage or malfunction. Model a relatively more frequent use of ahead-thrown weapons by USN escorts late in the war because of superior acoustic detection methods.

3c) Equipment
Reduce depth charge loadouts to historical levels (no more 200 to 240 DC loadouts). Model the inferior RCN RADAR sets mid-war. Model RN FOXER, USN FXR, and the superior RCN CAT, and later USN Fanfare acoustic countermeasures. Not all escorts should have the most recently available equipment. Model equipment failures - especially sensors - on escorts. Reduce the number of guns on most merchants - very few had the large numbers routinely seen in '44 and '45 in SH3. Merchants in convoys should be much less likely to be armed than those operating independently. Adjust escort crew skill level according to historical results - in SH3 I think RCN are too good early in the war, and USN too good late in the war. Surface ship gunnery should be more affected by sea state than it is in SH3, especially for less stable ships.


4) Aircraft

ASW aircraft did not generally travel in packs - aircraft should almost always arrive individually. A much lower proportion of aircraft sighting by u-boats resulted in an attack by the aircraft than happens in SH3. Conversely a higher percentage of actual attacks by aircraft was successful in sinking or damaging the u-boat than occurs in SH3. Aircraft should be much harder to shoot down. Model the use of anti-submarine accoustic torpedeos by aircraft later in the war. Aircraft would sometimes be used to patrol around or ahead of a convoy. Aircraft would sometimes shadow a surfaced u-boat out of flak range. Aircraft would sometimes employ dye markers to mark the spot where a u-boat submerged for itself, or another aircraft, or a nearby surface ship.


5) Sensors

Sensors should be tuned so that what worked in real life should be the most successful approach in the game. That means slow surfaced attacks at night should be less detectable than submerged attacks until radar is widely available. German optics should be better than allied. Aircraft should be detected sooner. Instances of surface ships visually spotting u-boats before the u-boat sees the surface ship in restricted visibility conditions should be rare. Only ships with masthead lookouts should have a better chance of seeing a u-boat first in good visibility. At close range in conditions of restricted visibility and low wind, diesel engines of surfaced u-boat should be detectable by ear by surface ships, and surface ships should be heard (and smelt) by u-boat crews. Aircraft should be detectable by sound. It seems that too high a portion of contact detection by u-boats in SH3 is by hydrophone rather than eyeball, when compared to real life. Model detection of surface ships and u-boats by radio direction finding, both Huff-Duff and the U-boat's RDF. Consider the effect of Ultra intercepts: a large volume of of radio traffic concerning or near a convoy increases the chance it will change course; boats near milkcows are more susceptible to attack. Ability to request range/bearing to closest merchant, second closest ship, etc. Allow for errors and imprecision on the part of crew members calling off ranges, making identifications, etc. Terrain should block sensors. Exploding depth charges shoulld temporarily disable hydorphones, ASDIC and sonar.


6) Weather and Environmental Effects

The weather model needs a major upgrade. Possibly consider tracking weather systems, which are spawned as a function of date. As well as large scale weather, model local squalls. Increase the maximum wind speed and sea state. Rather than have a low absolute cutoff point for use of guns, gradually reduce effectiveness, and increase risks like losing crew overboard. Watch crew should also be vulnerable in extreme weather. Storms should scatter convoys and reduce the speed of craft on the surface, and cause them to deliberately alter course to avoid the storm, as well as being blown off course. Storms should cause malfunctions to ships' systems as well as, or instead of, points damage. Storms should affect surface ships' crew's effectiveness, proportional to the relative instabilty of the ship. The spawning probablility of coastal craft should be drasticaly reduced by bad weather. The negative effects of weather should be greatly reduced in port. Model the effects of icing on surfaced vessels' weapons, sensors and seaworthyness. Model the effects of extreme heat and cold on crew fatigue and effectiveness. Increase the incidence of fog in low or no wind, reduce it with high winds. Add other visibility penalties for heavy rain, blowing snow, or cold spray. Model thermal layers, changes in salinity, and currents.


7) Eye Candy and Effects

Add lifeboats, debris, and visual evidence of damage. Support skinning with a built-in tool. Add free movement between all compartments, and on deck, with crew in place. Add flags and pennants. Support uniform modification.


8) Career and Personnel

8a) Functionalty
Add career and crew management functions similar to those in SH3 Commander: realistic career length, career start dates, crew transfers, greater control over crew awards, differing levels of starting crew skill sets at differing periods of the war. Consider adding factors that would tend to reduce the number of crew actually on boad to what was typcial, rather than always allowing the maximum without penalty. Provide an opportunity to obtain Petty Officers with a skill qualification.

8b) Crew training
Consider adding a crew training system that builds crew competencies both in the period between commissioning and being assigned to a combat flotilla, and also while at sea on a war patrol, or while docked between patrols.

8c) Crew Morale
Consider adding a crew morale system. Morale could be affected by recent successes (or length of time since last success), damage taken, amount of leave, length of patrol, commander and officers' skill and repuation, awards and promotions, recreation, etc. Some of the things that positively affect morale may negatvely affect training, or operational effectiveness, and vice-versa. The level of moral could affect efficiency.


9) Maps and Navigation

The world is an oblate spheroid, not a cylinder - the game should model this fact. The scale of North Atlantic operations is severely distorted in SH3. Provide a proper scale for conversion between degrees and kilometres, not the 1:120 approximation in SH3. Provide an option for celestial navigation, triangulation of landmarks and dead reckoning rather than always-accurate plotting of the boat's position. Add more numerous and more accurate populated ports.


10) Optional Subsystems




SH3 allows the player to choose between abstraction and immersion in a number of areas of play. Many of these choices are exercised by selecting certain "realism" settings. In other games they might be called "difficulty levels". The more realism selected, the greater the reward of renown. This capability of selecting what to automate and what to have the player do should be retained and expanded, though perhaps some choices should not affect the realism setting and hence the amount of renown awarded. Besides those already in SH3, the following suggested features should be ones that a player can opt to use or have the game handle automatically:
  • Training system
  • Morale system
  • Advanced navigation
  • Watch changes and crew fatigue
  • Driving the boat to and from patrol area (option for a teleport system for the impatient, perhaps with a
    breakout for calculated random encounters)
11) Renown, Rewards, Promotions and Upgrades

SH3 uses a system of awarding renown points to reward good play. Renown points can be used to buy upgrades or weapons for a boat, obtain more skilled crew or qualify the player for promotions. Renown points are awarded for destroying enemy ships and planes and for reaching and staying at designated patrol areas. Renown points are deducted for sinking friendly or neutral ships. Consider adding renown awards for completing a career, locating and reporting convoys, for destroying land-based targets, for damaging ships, and for completing other assignments such as finding or laying minefields, assessing harbour defences or making weather reports. Consider deducting renown for taking damage, losing crew members, failing to move towards a designated patrol area, for attacking too soon, or failing to attack when ordered.

Renown awards are useful in encouraging certain behaviour by the player. In a simulation, behaviours to be encouraged should include realistic behaviour. For instance, without any renown award for reaching a designated patrol area, players are more likely to choose where to take their sub. This is totally unrealistic. U-boats went where BdU told them to go. Some people object to the award of renown merely for following orders, without taking into account the fact that in real life people would be punished for not following orders and the game system has no form of punishment other than witholding renown.

There are a number of problems with the use of renown awards in a simulation, and with the specific implementation in SH3. The most obvious problem is that it does not directly model the system of rewards and punishments used in real life. However a more accurate rendering of punishments, and of some rewards, is unlikely to have the same motivating effect on a player as in real life. For instance, longer leave may be a good real-life reward, but it is unlikely to appeal to a player, who would rather be at sea. Transfer to a desk job, or spending time in the brig is unlikely to motivate a player to play the game. The system of rewards for the player must be different from real-world reward systems, because the player has different motivations, and because some of the behaviours to be encouraged are different (there is usually no need to motivate a real-world Kaleun to act "realistically", or to preserve his own life).

Problems with the implementation of the renown system in SH3 are mostly related to the concept of spending renown points on upgrades. For instance, spending renown on upgrades makes it harder to qualify for medals or promotions. This runs counter to what would happen in real life. Getting an engine upgrade or a better decoy launcher would not impair one's chances of getting a medal or being promoted. Therefore, qualification for a promotion should be a function of total renown ever accumulated not some current balance which has been reduced by spending on upgrades. Qualification for a medal should be based on either a large amount of renown being gained on a single patrol, or for a larger accumulation of renown over time. Obtaining an upgrade or carrying an advanced torpedo should not have the effect of reducing one's reputation. One way to handle this would be to have one's current renown level determine an allowance of upgrade points. These points could be awarded per patrol, or per month. Upgrade points could be spent, but the renown level would remain unchanged by this expenditure. Finally, certain upgrades would be made on a boat regardless of the renown of its commander. Other upgrades would be easier to come by at certain times. A commander with a good reputation might be first in line for a certain new feature, but every boat would eventually qualify. This argues for a reduction in renown costs of upgrades over time. Sometmes a commander would be able to request or negotiate a particular torpedo loadout, but sometimes they would just be assigned to him. The game should occaisionally randomly assign more advanced torpedoes to a boat. Perhaps the type and quantity of torpedos assigned could be dependent on the type of mission.

Another problem with the renown system in SH3 is that the costs and rewards are out of whack. It is far too easy to get higher medals, and too difficult to get promoted. One Zaunkoenig torpedo costs more renown than upgrading the radar or sonar system. No renown is awarded for sinking a ship by ramming. Getting to a patrol area close to base early in the war is rewarded the same as getting to a distant patrol area late in the war. Costs should be adjusted over time, and rewards should be better scaled to difficulty.


12) Modding

The reason that SH3 is still going strong is because of the mods that have improved realism, playability, and allowed customization to appeal to a wide variety of interests, from arcade gamers to serious simulationists. Design the next SH from the ground up to support modding. There are a number of constants in SH3 that are not exposed in the configuration files. Expose these. Provide a separate manual for modders that expains the algorithms in which the configuration parametrers are used. Don't just allow configuration of data values - provide a scripting langauge that would allow modders to program behaviours. Provide a ship editor, a GUI editor and a terrain/harbour edtor as well as a campaign editor. Provide ongoing support to modders.


13) Other Characteristics

The next Silent Hunter should be much more stable when released than the last two. The players' manual should be on the scale and quality of the GWX manual or better. A dynamic campaign is a must, not just individual missions. Greater attention should be paid to making units and technologies available at the correct date and location.

Consider one game engine which would run ships and boats from any of the major combatants in WWII. Then group campaigns, individual mssions and ship rosters from each theatre of operations into separate add-on packs. Players would purchase the engine and the theatre(s) of their choice.


14) Playable Escorts and Multiplayer Escorts vs U-boats.

One can always hope and dream.

Task Force 04-17-09 12:31 AM

A cool featrue would be wear and tear on the subs. so that sub you have been running around the ocean takes damage after awhile reliability goes down, after a while it gets rusty and mucky, and parts break down. and the ability to have a sub go to drydock.

Snow up north, with ice that can build up on the boat.

interactive crew that dont just stand there all patrol.

water building up in the sub, not just a spray.

wolfpacks as said before.

surface ships

different factors that affect the ability of the subs to dive.

3d damage on the inside (and better on the outside.). hull buckeling, leaky hull seams.

More boat types.

ATO & PTO to please all. but the campaign being more real.

Not haveing aircraft always attacking you in the pto on release.

realistic weapon power.

realistic weather. (bigger waves like in real life)

maby water comeing in the conning tower hatchs in bad weather.

Better ai

(water puddleing up on deck/going down the sides of the sub in rain would be nice.)

A actual person attached to the camera, thats clothing changes with the weather, so you arnt wearing shorts and a t shirt in a N atlanic storm.

ect...

LukeFF 04-17-09 01:23 AM

Couple of more things:
  • In regards to the stability of the deck gun and the optics: the procedure was to fire the deck gun when the horizontal crosshair was level with the horizon. Provided the correct range was dialed into the weapon, the shell would hit the target. This is what I would like to see in SH5, rather than the seemingly random elevation/depression of the barrel we currently have.
  • Like with sonar, radar should be blocked by land masses. At the same time, radar contact with land masses should be reported by the radar operator.
  • AI radar should rotate like it does on the player's submarine and not be simply a continuous 360-degree arc of coverage.
  • Unique sonar and radar displays for each particular piece of equipment. For instance, the GHG sonar display was different than that of the KDB display.
  • Crewmen need to jump up and stop water and compressed air leaks, instead of just standing around like statues.
  • Model random fuel leaks coming from the player's submarine. In reading the patrol reports of American subs, this was a constant problem, and it was probably no different with the Germans.
  • As others have said, please, please, please, please, model the earth in its correct shape. Even a simple sphere will go a long way towards attaining more realism.
  • Make the awarding of medals correspond to the correct historical dates. Certain awards, like the U-boat Front Badge, were not awarded until late in the war. Also, with the Germans, please make sure the player can't be awarded medals out of sequence (i.e., being awarded the Iron Cross 1st Class before the Iron Cross 2nd Class).
  • Integrate radar and sonar better into the TDC firing procedures (radar isn't really all that important or historically practical for the Germans but is entirely crucial to the American side).

TheDudTorpedo 04-17-09 01:26 AM

Quote:

Originally Posted by Cue-Ball909 (Post 1085392)
Lastly, all of these things need to be able to be turned on or off by the user. This will allow SH5 to cater to the hard-core simmers while also allowing armchair kaluens to play a light, fun sub game without getting killed on their first patrol.

As above. For me this is the most important aspect of any new game. Not all of us can, or have the desire to, play at hardcore realism settings. Be sure to cater for a diverse range of skills :up:

And thanks for making such an enjoyable game too :up:

Snorkle 04-17-09 01:28 AM

Great thread and enough suggestions to last a lifetime!

My pet peeves:

1. Lack of friendly subs and interaction between ships, already covered in detail above.
2. A tighter dynamic campaign with BdU/COMSUBPAC that interacts to a much higher degree. As is, the linearity is depressing.
3. Aircraft... they just plain suck in all departments. Realistic behaviour, realistic range (Hurricane IICs in 1940 fercrissakes, WAY out of their range)... borrow competence from IL2! Aircraft carriers with CAP and ASW patrols is a given.
4. Crew with characters - Hermann is grumpy and swears a lot, Joe is a smartass with an endless supply of quips and jokes, Wilhelm breaks down and cries under pressure etc etc. Add random comments, diatribes and stories about girlfriends and dogs. This will keep me from running at high TC.

Kptlt. Neuerburg 04-17-09 01:31 AM

Where to start with this....
Ok first off full sub detail aka all compartments with crew in said compartments. If I walk past the kitchen and its before a meal I want to see the cook in there making food!!! If I go in the foreward torpedo room and some of the crew came off watch I want to see someone sacked out in their hamocks, ect. Second, complex engine and crew management, have the ablity to control both engines sepratly so the player can have on engine ahead flank and the other back full. As for complex crew mangament its so the player can micro-manage the crew so is there is a small problem with something the player can ask a crew member whats wrong, that and the crew members have emotions that can effect their combat effectiveness. Third, realistic comunication, sub to sub, sub to base, sub to ship. Example (sub to sub) you find a convoy and need some help, ask what subs are in the area and cordanate an attack with the other subs. Example (ship to sub, sub to ship) it early in the war and you find a lone merchant flying a neutral flag, you signal the ship to stop so it can be searched for contraband, some crew go on the ship and find nothing and you signal it to carry on. Or you find a ship flying an enemy flag and tell it to spot or be fired upon, so it stop and you take it as a prize, ect. Fourth, none of the AI ships being able to automaticly stop and start in the period of five seconds i.e. large ships going from 0kts to 20-30kts in five seconds!!! Fifith, no reown for sub upgrades, upgrades should be avalible when historicly avalible and still allow the player to pick the upgrade. Sixth, more human-like AI, no more super-human vision or gunnery. Example its a dark night with no moon and you manage to find a lightly escorted convoy the best way to sink a ship in a convoy is to get inside it then start to sink 'em. Seventh, better damage models for ships, subs and planes. Eight, POWs have the abiltly to capture the crews of enemy ships and aircraft. Ninth, Lifeboats. Tenth, realistic weather and weather reports. Elevinth, have to option the command surface craft before or after sub duty. Twelveth, the option to surender. Thirtheenth, Realisic malfuntion of parts.


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