Bilge_Rat |
02-23-10 02:30 PM |
Quote:
Originally Posted by Turbografx
(Post 1278001)
Well, it appears to inherit many of the shortcomings of SH3 (unmodded) e.g.
Lack of attention to detail in models and bugs carrying over from past games e.g. conning towers, propeller spin, submerged crew etc.
"Zippy" ships
Health point system
Cylindrical navigation
Lack of specific control (engines, trim, ballast)
and adds some new ones:
Now, I never played SH3 or 4 without mods, I waited 4-6 months before I got either. That said, I don't think SH5 will necessarily be any MORE gamey than 3/4 but I wasn't happy with those at release either. I was hoping the next game in the series would incorporate the best improvements from the mods as standard. I continue to live in hope that eventually things will get better at some point or that another group will start making subsims (fat chance they would be any better).
I was introduced to the subsim through Wolfpack, Aces of the Deep and Silent Hunter. These, while certainly far from perfect, had a number of realism features absent in more recent titles (before modding). My judgment also comes from the perspective of an avid flight simmer, a genre which has many very high-fidelity products.
I think SH5 may very well be a good platform for modding, and 6 months down the line I will buy it. I just don't think I would really call it an accurate simulator straight out of the box. Ubi marketing agrees, the game is classified as "action-adventure".
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I do not disagree with your assessment.
Just an additional point, special crew abilities were already present in SH3 and SH4 and having the performance of the crew vary based on skill and experience is standard in most sims, whether land, sea or air based.
In other sims however, crew performance is based on military experience categories, i.e. "conscript", "green", "regular", "veteran", "crack", "elite". Obviously one mistake Ubi made was in using RPG type categories which would be more suited to Fallout 3 than Silent Hunter 5.
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