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Why can't I vote "no"? :hmm:
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More players
Anything that could increase the number of players would be a good thing as long as it were an option and not something that would take away the experience of realism that the current dedicated fans enjoy. I think that a larger customer base would benefit us all. Ubisoft = higher profits, gamers = better service (hopefully) and better products from both Ubi and others such as graphics card companies that prioritize their fixed based on the popularity of games.
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I didn't vote for the reason there are not enough choices.
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From Capt.SS401,Welcome aboard,good 1st post
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:D JCC |
remember the good old days of SHI when you could set the ability of the enemy, decide whether or not the convoy would be escorted, etc, etc,etc, they dont make them like that any more. Now the emphasis is on graphics at the apparent expense of gameplay. Joe S
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I am not sure how being able to determine what type of adversary you come up against would make for a better game.
For gameplay purposes isn't it a lot better not to know what you are up against, like real life? JCC |
Those settings in SH1 were for single missions only. You couldn't control those things in a campaign. SH1 also had many times more encounters than real life, and escorts that would instantly regain contact if you went to high TC while escaping.
It had its good points, but there were some bad as well. |
If it would increase sales, I see nothing wrong with having an 'Arcade Mode' menu for the 'shoot em up' brigade.
The true simmer would never allow his mouse to slide anywhere near it, but the true simmer might not have a Silent Hunter 5 sim to play without it. |
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The point would be to make the game more customisable to take account of the hard-core simmers and accommodate the more casual gamers of whatever skill level. In flight sims, Falcon 4 did it admirably, allowing the player to adjust realism settings a la SH4; and also allowing for a bit of control over his or her squadron's mission emphasis (air intercept; interdiction; Wild Weasel; etc) and the likely skill level of opposition, and so on. |
I agree on a tutorial mode.
One reason its so hard for me to wrap my head around manually producing a torpedo solution and hitting a ship is because the way I learn really favors a tutorial. I really wish there was a game mode where it basically talks you through each step. The instruction manual does adress this, but trying to have the manual open while doing it for the first time is frustrating- its easy to get lost/lose my place, or get stuck not knowing how they did the next step. The mode I'd like to see, is basically like this: Your boat is motionless, and you have a tutorial where it explains how to get a solution on a motionless target. Maybe the first tutorial is the simplest- each step the game shows you what to do, and you must do the same thing in order to proceed, with an 'i don't get it button' going into more detail/explaining it in a simpler manner. They could have 5 training modes, with various ways of getting a solution (including using sonar, which is really cool, and also attacking convoys effectively). The torpedoes in this mode would insta-reload after they hit, so if you missed you could simply tweak some data and try again. After practicing in a mode like that for an hour or two, I would be a lot more confident about doing it at 100% realism. Similarly, I'd like to see tutorial modes in-game for other things, like tracking targets with map contacts off, and other miscellaneous things that are hard for me to do if they aren't automated in-game. |
I play the game with unlimited fuel :yep::roll: Well i got enough trouble dealing with aircraft that i dont want to worry about fuel!
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