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From a gameplay perspective, I don't relish the prospect of having to personally train my crew from scratch. They should be capable of doing their assigned duties at a basic level from the start, and improve their speed/range/accuracy with time and drilling. A few practice crash-dives really helps to get the diving time down... |
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''Alternatively you could have a fully trained crew package at the start of the campaign or anything in between '' Its just an idea , probably will never happen . |
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Secondary idea is we're playing submarine simulator, not captain-simulator or life-on-sub-simulator. So for me crew may be gone (or be as objects like in SH3/4). Of course finally crew animations may give spectacular effect and increase game climate (like at trailer SH5), but... I'm sorry, I dont believe with it. |
the captain's seat...
thats exactly the 'mask' of the developers who are avoiding to make a submarine simulator i am not saying that captain's seat has no interest (on the contrary it has a lot. in fact , every 'seat' has its own interest). i am saying that the games which are focusing at the ''captain's point of view' has not the need to be a submarine simulator. the captain's 'trap' is torturing the submarine simulators for many years now. the 'sim' part in silent hunter series has stopped at sh2. after that game, nothing added to the sim engine (except the real navigation in sh5 but i am not sure if this is an achievement of ubi devs or an achievement of our great modder TDW aka RACERBOY) i see so many enthusiasm for real navigation which to some of you may have no interest but to others has a lot.But if you want to seat on navigator's seat there is the need of sim elements to be programmed if you want to seat on sonarman's seat....there is the need of sim elements to be programmed if you want to seat on weapon's officer's seat ...there is the need of sim elements to be programmed (which is the only part that was modelled in the first games of sh series) if you want to seat on engine's officer's seat ...there is the need of sim elements to be programmed...and so on. see my point of view ? every seat has its own interest but every seat (exept captain's seat) needs sim elements to be programmed. my preference seat is the sonarman's seat (see 688i , this is how is done a game which can be called as sim) , then is weapon officer's seat and then i would say navigator's seat. coming to my conclusion: give us the 'seats' and let everyone play at the style he wishes |
Single Player
I vote for keystrokes to go to periscope depth, fire torpedo, turns, speed up or slow down, and surface. The scope can be the 'targeting aim point' if an AI is handling the TDC or to alter course to view point. These are the actions most immediate for safe operation.
The captain can set up a shot on the TDC and return to the scope to fire it. Or, he can point the scope at a fire point and key the fire button. To dive deeper than periscope depth or surface, he could have keystrokes or go to the engine room to do it himself. He has no use for the scope below 10 meters, so could move to the ballast control. The human navigator could also be able to go and take over from an AI engine room to set the sub as ordered by the captain. AI crew should not do more than follow orders unless there is a situation, like damage or new contact to report. Changing depth via keystroke should be in increments of a set amount. Don't forget to have a way to determine bottom depth too. Surfaced, there should be three lookout spots on the bridge. Access to the keystrokes should be available from scope, bridge, and binocular screens. How you get three down below in a hurry can be either teleport keyed by the captain or a keystroke for each position. Each player would have a "get below" button that returns him to the position he started the game with. The captain position should not be handled by AI since it overrides the other positions and could cause problems. I can't wait to see what you guys do!!! :arrgh!: |
Honestly I would do both, and let the player/host choose. The setting could also factor into a difficulty/realism setting too for the game (which I would also suggest if you haven't planned for one). More choices for the player usually is better.
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Hello All!
First of all, congratulations of the great work of all involved. I have been searching for such a title since i stumbled across the SH series! It's no secret that multiplayer is taking over games and how they are developed, yet, for those unable to (or wish) to play with fewer than the "desired" quota for a team or indeed solo are often left trying to accomplish too much simultaneously. There are those in the world who aren't part of a group of friends with enough for a sub crew, some dont have reliable internet connections (and yes, other parts of the world acutally have monthly download / upload quotas!) or... they simply accept and relish the challenge of achieving what a capable team can do all by themselves. So, bearing all of that in mind... I can't help but look toward the Elite Dangerous. A title that has become serious study material for those interested in UI design, on how to "crew" a complex ship and carry out all the tasks needed by yourself. Be that of combat, navigation, system management... this is no different to other tasks such as engine room, diving, sonar, Targeting etc. This does mean every control is assignable to either buttons, sliders, joysticks etc. And this is all very great. Some people will put in the hard yards and create macros to achieve common functions required in sequence due to the situation. This is no different to the chap before describing "training" a crew member. You are recording what you want done and how... so it will be faithfully replicated on command. What generates the most interest is the natural input and feedback via voice. This is after all a huge draw card and immersion factor for Marulken / Wolfpack. The ability to request, demand, order etc and have it done. Or not. If you search any videos on people who use a mod to issue voice commands, the bulk replies are "how can i do this too, it's so cool" etc etc. So, people are impressed with the captains perspective of barking and it happens. Where Marulken / Wolfpack distinguishes itself from a macro running, or voice activation performing the required function is the social element, level of skill and im sure at times level of compliance! Dealing with somebody slightly drunk and in need of a giggle not doing their part ensures chaos erupts. hopefully among friends who can see the funny side and not end up as a screaming match over teamspeak. I can't remember the last time I pressed a key on a keyboard and it hasn't done what its supposed to because: it wasn't sure what to do exactly when to do it exactly the computer had an attitude and thought, stuff you... im not going to, its time for REVOLT! So, naturally we will have trade off's. As a single player we expect a task to be carried out however it's requested (key, icon, other physical input, voice) without issue. Dealing with humans we have to pick up on the replies. Was the order received correctly? do they sound confident in the task? That level of natural information we process when interacting is another layer in the attraction of the multiplayer aspect. For single players or lesser crewed subs...Will we end up with AI crew needing some encouragement to get the job done? repeated commands? congratualtions on a job well done (sinking a boat, repairs carried out, target located etc). We saw the employment of encouraging crew in SH5 and in earlier series by way of medals etc, promotion yada yada. Sorry if all this is hard to read, I just notice where others have tried successfully in bridging the gap in how one person interacts and receives meaningful help when technology is involved. Years ago this idea of a multiplayer sub was nothing but a dream. I downloaded a voice control mod for SH4 where it simply executed the same things as the icons did by hidden mouse clicks. After i learned the list of things to say, I can tell you... not having to touch a keyboard and simply thinking... I need to get to the surface, I just say "blow ballast" and it happens is truly game changing. And yet, it's a very unused mod due to the limitations of needing to train the program a bit to your voice. I think it used microsoft speech somehow. Anyway, once that works... keyboards, icons all mean nada. Just speaking wins hands down. Long story short, voice input shouldn't be overlooked. Think about that the next time you use Siri / Cortana / Xbox Kinect / Whatever samsungs Siri is called / Voice dialling in your car. We enjoy completing tasks and interacting in the way humans best communicate. Vocally. Good luck reading all of that! |
Previous post revoked by Nsomnia.
I agree crew AI to take over stations that can be trained to a higher level and a full GUI for the CO or even all relevant stations in multiplayer and a full GUI with hotkeys is best for single player. |
Like many others I am very interested in Wolfpack but do not have time (or a consistent enough schedule) to play multiplayer. So once (if) a specific approach to SP is agreed and committed to I will immediately purchase Wolfpack (assuming the approach is workable and fun).
I personally think the ability to control the sub at stations and through a floating UI and key press capability is the way to go. Finally crew should start at an average to slightly below average level and go up from there. Assuming SP will be available at some point please send out another email at that time to advise those like me who will then want to make a purchase. Thanks! |
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