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The "no rough sea" thing is complete bullsh!t, people see a dozen screenshots of units in fair weather and they "fear" that there will be no rough sea, and two posts later people are "convinced" that there won't be rough sea. Sheesh, enough with the crazypants rumors already :doh:
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It seems no "new modeled rough sea" issue rather than no "rough sea"...
Correct me if I'm wrong... Anyway... the mentioned "confusion" could not be the fault of market (us fans) side, that's the only sure thing... * * * Could You imagine, for example : That one month before "BoB SoW" goes gold... people have not seen new Oleg's clouds on screenshots ? :hmmm: |
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The problem is the inclusion of a scripted history line in the game with RPG elements , it means for example, every 5th of june of 1944 you have to be in Normandy to "unlock" the next part of the history ( and survive of course). And the killer is that if the files canīt be edited ( not confirmed yet ) |
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Dynamic or not campaign will be the same I think.
But for me the basic and critical point of SH5 is the end of de campaing in 1943. That's incredible. Except if it's just to be able to sell an add-on in six months, it's totaly unacceptable and I understand the reaction of Neal in the interview. Now we have only one hope is that our development teams are able to give us a game complete. |
I know that what the Devs have basically said is that we can influence the enemies movements and responses. However, can other german uboats/ships also influence this?
Also, is it a persistant world where the clock ticks in realtime and events happen even while you are in port or is it a series of missions, each one based on the last? |
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The devs improved the campaign and the objective system greatly between SH3 and SH4, I just can't imagine why SH5 would go backward.
In SH4 the number of different objectives is finite but they are put in a "pool" and drawed semi-randomly depending on dates and flotilla. So although you can draw the exact same objective, the likelihood of it being at the exact same date is very low. And even IF you draw the same objective at the same date and same flotilla in 2 different careers, it's very unlikely that the actual patrol will pan out in the same way. For example in SH3 if you play with the "transfer to med" mod, you start your new career from an Atlantic base and the first mission invariably has you crossing Gibraltar. "Same old same old" at a glance, but what are the odds of two Gibraltar crossings going the same way? Same for the eventual encounters en route, so ultimately although you have the same objective, the missions are never the same. |
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But historically the war progression is tied to dates. For example in SH3 if you're in Brest, when 6 June 1944 comes you'll be transfered back to Germany all the time at the same date. But it's still fun and replayable.
Now in SH5 this might be different with the dynamic aspect, but I doubt that our actions will have more than local effects has shown in the video, it shows enemy assets redeploying but it doesn't show/say that Malta can fall in German hands. I hope so anyway, a single u-boot singlehandly changing the course of the whole war sounds silly IMO. |
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http://static4.cdn.ubi.com/SH5dynami...9d1f2c89396c3c (right click and save as...) |
I have less than zero interest in playing a u-boat, but it sounds like the campaign might actually be partially dynamic. Dynamism requires that the campaign can alter due to player actions in some meaningful way. In SH4, you can get spotted and have the airstrike chance increase, for example. This is not dynamism. Neither SH3 or 4 were dynamic, IMO. Not in the least.
In a u-boat campaign, if the boat uses the radio, for example, there needs to be a chance that a convoy headed right at him (but over the horizon and invisible) might very well alter course and never be seen. If the boat makes a torpedo attack, the same should also e true, and perhaps have ASW assets assigned to the area to try and hold the boat down until it is forced to surface. I don't expect or require "war changing" stuff in most circumstances, it's just too complex. I could see certain important engagements written with alternate (scripted) outcomes. Say smaller invasion forces in the med—a mythical attack might well change the short term outcome. The nice thing from the perspective of scripting the u-boat war is that there is nothing the boats could have done to do anything but delay the inevitable. I the PTO all fleet boats could do was accelerate the end for Japan, the outcome was certain in both cases (in hindsight though people at the time could have not been so sure). Failure to redirect convoys, etc would mean no real dynamism, IMO. I'd be very disappointed if the game didn't actually keep track of named ships so that once a certain ship is sunk it is gone forever. Ie: if a warship with 1 in the class gets sunk it should never be seen again. If there were 2 and you sink one, the chances of seeing the other should appropriately drop. For merchants this isn't a big deal, the US effectively built an infinite number. Heck, DEs and DDs were effectively built in infinite numbers (the USN built about 2/3s as many DE/DDs during the war as the KM built u-boats, lol) |
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