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Sniderling!:Kaleun_Salute:
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I must firstly admit that I have not read all of this extensive thread, but it seems to me that some degree of multiplayer is most necessary, especially for the long-term health of the game.
I think it's necessary, however, to break down the multiplayer element into three areas (looking ahead slightly too): multi-player within a U-boat multi-player within up to 4 U-boats multi-player within 1 or more escorts Of these, in my estimation, and as a generalisation, the 1st and 3rd do, are, or are likely, to work well. The 2nd is a problem area, as all too often it just means that a minute before your torpedoes strike, someone else alerts the convoy and maybe an hour and half's effort on your part is wasted. Although the wolfpack attack is well documented, I have my doubts that it was so concentrated an attack that these near simultaneous attacks were common at all. I think that there's no question that the multiplayer within a particular boat works well, especially when you get an experienced crew together, plus maybe one new-guy. Likewise, provided that the right measures are put in place for crewing escorts, such as the ability to transfer between escorts (with a cool-down period between such transfers), then this will be very good for gameplay for several reasons: Firstly it will greatly improve the otherwise rather lacklustre AI performance of escorts, it'll greatly extend the periods when a particular U-boat is hunted, and also the periods under actual attack. Secondly it creates a very personal battle of wits between the U-boat commander and the escort captain and convoy-commander - and it'll feel personal too, with the intelligence behind and persistence of, a nerve-wracking DC attack being directed by an opposing player rather than the AI. Thirdly, it'll no longer be possible for a commander to be able to look at an escort and know that he's out of visual range at a particular range, or indeed that the escort he's looking at is AI manned or human manned. If the former, then the range/observation limits, as now, would apply, but he can't know that he's not been spotted.... In summation, some aspects of multi-player work well, other's less so. It's my estimation that multi-boat crewing should only be possible with a variable spawn-distance from the convoy and well out of visual range. YMMV. In other areas swapping AI for human multiplayer would greatly improve the game, again YMMV. |
Look, frankly I'm just upset that this isn't Half Life 3. So is this Half Life 3 or what? Why did they make Wolfpack when they could've made Half Life 3 which I'd rather play?
Ok I kid... I would MUCH rather play Wolfpack than Half Life 3! :up: |
Guys,
I am a sub-fanatic and especially the U-Boat type VIIc. I love this game and where it is going. Also I notice some stutter in the development with minor updates on the radiotraffic and missing some, more challenging, missions for those who played the encounters endlessly, like I did. Of course I have a list with tons of suggestions as a diehard subplayer from the eighties on. I wont complain, but a little bit more focus on developing more challenging missions to choose from (Scapa Flow???) would be a good thing to get back on course of keeping the subscribers and backers happy. |
Quote:
Ideally tonnage sunk should be set against number of U-boats involved/time, so that the rate of tonnage sunk is the gauge of victory, rather than the total tonnage. Similarly, having U-boats sunk would materially affect the chance of a U-boat victory. Playable escorts will allow the currently rather dumb AI to be much more cunning, whilst allowing the dumb AI to move un-manned escorts back to their original position in the convoy, once escort players crew a different boat. This will make the search aspect of the game more interesting for the escort players, but also introduce uncertainty into the minds of U-boat captains as to whether an escort they are observing is human or AI controlled, and therefore some additional uncertainty as to it's likely future courses and behaviour. |
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