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-   -   The future and WWII sub sims...what would you like to see? (https://www.subsim.com/radioroom/showthread.php?t=120548)

Chisum 08-21-08 11:26 PM

Man overboard is a great idea !

Add on on my previous:

-a spotlight to find ennemis cargo early in the war
-a little spotlight to visual morse communication
-a map with geographic coordonates(degrees-minuts-seconds)
-possibility to launch mines

That's all.
:lurk:
For the next Christmas it will be very well.
:p
Lol.

;)

Sailor Steve 08-21-08 11:47 PM

Quote:

Originally Posted by Chisum
Man overboard is a great idea !

Add on on my previous:

-a spotlight to find ennemis cargo early in the war

So they can shoot at you better because you are all lit up.:rotfl:

Quote:

-a little spotlight to visual morse communication
It's called a signal lamp, and I think it would be cool too. Even better in a surface ship game. You could either run it yourself or tell the signalman to send a message and watch the lamp blink. SH4 has this on surface ships now. You can't run them, but you can see them doing it.

I think all these ideas are good ones. Some of them I don't agree with, but it's still fun to dream.:sunny:

08-22-08 12:20 AM

First of all I would like all the features from Aces of The Deep modeled. Then we'll talk about new stuff.

Kptlt. Neuerburg 08-22-08 12:58 AM

It was a secret.
 
Well my friend and I were thinking about creating a game. This will combine great graphics,multiplayer gaming, a long timeline and other such things that are in other games while keeping with historical realisum. The players will be allowed to pick what preiod of time they would like to live in(such as the middle ages), pick their job class. All players will start as civilians and can decide if they want to go in to the milatry if they want. The players will gain experiance from their training and jobs and this experiance will traslate to their armed forces career.Example: If the player was a hunter they would have good marksmanship, so they in a role in the armed forces would be qulified as a sniper but would have to go through basic training and then additional training for their job. You can also work for the government as a spy or assasin,ect or have a normal government role. It is all the players desion. As for historical people such as Al Capone, Hitler, FDR, prople like that you can not play as them. As for thing like sprits,drugs stuff like that, we have made the desion to allow sprits but no drugs!!!!! Now as for the detail of transportation all forms will have fully detailed interiors like passanger cars on a train, ships will have compartments, subs you can walk from front to back, walk on the deck, ect. This is still in the very early stages, but if anyone is interseted in helping us let me know but please send me a pm outlining what you can help us with.

Dietrich 08-22-08 06:31 AM

Quote:

Originally Posted by UnterseeBoogeyMan
sounds like another Role-Playing Game for BioWare.

Agreed!

I don't think an incremental upgrade to SH5 will work. Yes, you can introduce slightly better graphics, slightly more ships, etc. etc., but that will not capture the public imagination. It has to be something new.

From what I've read in this thread, the big thing that could be done, which would be new just for the SH-series, but for computer games in general, is creating an interactive crew on a single mission.

It sort of exists in other games, in that it is a world and people are in it doing things ("Elder Scrolls 4 Oblivion", is an example). However, what we want to do here, is pack that AI-community into a confined space and make the machinery also part of that community.

It needs to be real-time, like any other FPS game, but because of the length of patrols, there needs to also be a option for time compression. Maybe you could go an sleep and tell your Lead Engineer to "wake me when X happens".

Hmm... lots of good ideas. This is certainly a fun thread to read. :yep:

Chisum 08-22-08 08:43 AM

Quote:

Originally Posted by Sailor Steve
Quote:

Originally Posted by Chisum
Man overboard is a great idea !

Add on on my previous:

-a spotlight to find ennemis cargo early in the war

So they can shoot at you better because you are all lit up.:rotfl:

"Early in the war" when they have not deck guns !

It will be usefull for other reasons too.
I would be very surprised to learn that there was no spotlight on german submarines.

Rg370 08-22-08 09:22 AM

Quote:

I don't think an incremental upgrade to SH5 will work. Yes, you can introduce slightly better graphics, slightly more ships, etc. etc., but that will not capture the public imagination. It has to be something new.
This is the problem with the franchises. Silent hunter path was evolutionary, rather
than revolutionary. Best example is sh4.
Another problem is that the simulations aren't mainstream,
especially sub sims, and they aren't multi-platform (pc only, problems with piracy).
From the developer's point of view, they aren't profitable.
They would rather invest in some generic no-brain-but-with-shiny-graphics fps, than
some hardcore sim that few would buy.

GoldenRivet 08-22-08 10:21 AM

the problem with that statement is that the leap from SH2 to SH3... WAS revolutionary.

not only was SH3 revolutionary to the series it was revolutionary to subsims as a whole.

timmyab 08-22-08 08:59 PM

My main problem with the game is that unescorted merchants are too easy to sink.They should be changing course frequently and unpredictably.If you attack them on the surface they should run away from you at full steam.That would make deck gun attacks much more difficult and dangerous.If you do manage to sink one then the AI should reroute other merchants away from that area and the RN and RAF should increase patrols in that area.
I think there's plenty of scope for improvements all round but fundamentally SH3 is a great game.

Sailor Steve 08-22-08 09:12 PM

Sometimes they run (for 10 hours)
Quote:

At 04.48 hours on 25 Aug, 1942, the unescorted Abbekerk (Master C. Wijker) was hit on the starboard side by one of three torpedos from U-604 , which had been chasing the ship since more than 10 hours.
http://uboat.net/allies/merchants/2089.html

And sometimes they just roll over and give up.
Quote:

At 19.17 hours on 1 Jul, 1940, the unescorted Adamastos was stopped by U-29 southwest of Ireland. The crew abandoned ship immediately when the U-boat surfaced nearby. The Germans then boarded the ship for fresh provisions and sank her by gunfire.
http://uboat.net/allies/merchants/402.html

Some variety would indeed be nice.

finchOU 08-23-08 12:02 AM

Quote:

Originally Posted by Kraut
First of all I would like all the features from Aces of The Deep modeled. Then we'll talk about new stuff.

This is what I've been hoping (praying...screaming). IMHO, this is what makes SH3 less than revolutionary. SH3 may be revolutionary for UBISOFT (read: SH2 to SH3)....but not the gerne of WW2 sub sims. This simply because SH3 failed to learned enough from past sims of the genre. STill a huge step forward though!!! So my list....

-Wolfpacks: not as hokie or warp speed like as AOD, but smart AI subs who can navigate to the scene....attack...evade...shadow...and return to base. Of course the Fog of war would preclude knowing exactly when or how many or how long it would take to gather a pack (especially on High realism) ...but random torpedo impacts in the convoy would clue you in that "others" are in the area.....this would tie up escorts to make approachs easier...and it would make evading escorts easier after your attack..since they dont want to waste time behind the convoy looking for you will while the merchants are being ravaged by other u boats.

-All compartments: watching work being done...loading of torps...maintanence...etc.

-Action Crew: people moving around when stuff happens...alarm...loading external/interal torps...sleeping crews.....as mentioned above.

-Breakdowns/Food shortage/moral boosters: Nothing ever is working perfecly on a ship...and something is always breaking or being fixed. Random and routine maintenance schedules should be modeled at higher realism settings.....you dont do maintenance on your Torps...and low and behold...they dont work. Also, if you run out of food...you're done. Engine and battery repair.....Periscope motor breaking.....I mean...it keeps you on your toes...

-Captains log: which you can put what ever you want in it....basic log of events on the patrol that the base would like to read .........after action reports...etc..

-Enigma with real messages pertaining to in sim situations: Beable to decode "Captains Eyes only" messages or all important messages for that matter.

-Real Radio Traffic: I think its cool that the Moders gave us some random messages...I just wish next time the Sim could have real messages...not just fluff.

-Realistic Navigation: wouldnt it be interesting to actually have to navigate? for real? Use the "map" that we have now as an estimated position...and make corrections to it.

-different missions: would be interesting....mines, spys, recon

-Something worth coming home to: like mentioned above....ports could be more interactive... at the very least penets and crew on deck.

-Less predictable AI....randomness at times...

KeptinCranky 08-23-08 05:15 PM

Most important for me:

- world is an actual sphere... correct geopgraphy on it too.... should be doable, there are historic maps available... should be used :-?

- realistic weather....
Baiscally the Global weather follows predictable patterns, there are variations and such but 2 weeks of heavy rain and fog simply does not occur near the Azores in Juli...
There are fairly accurate weather models available all over the place and with the processing power in PCs these days it shouldn't be difficult to implement at all...

the completely unrealistic weather is one of my greatest pet peeves and fixing this must be hardcoded because modding something like that in seems nigh impossible...

Mush Martin 08-23-08 05:22 PM

Definable currents in M.E. like wind
and obviosly currents in game.

multiple variable intensity thermoclines

Salinity

Revolutionary to the gaming industry Dev supported modding at release.
Including tools to get everyone intersted.

that'll do.

Bronzewing 08-24-08 09:22 AM

Fairly surprised no one's mentioned this already, I think Tides would be nice. Sneak through a shallow passage on a high spring tide that's normally impassable, you know you have to make the attack fast and get out before you're trapped.

The ability to steer using the screws.

Crew medical problems. If your watch officer stays out in a north atlantic winter storm all night he could very well end up with pnumonia. And crabs are bad for crew morale of course ;)

Oh and special subs for some single missions, (e.g. X craft attacking Terpitz. The Japanese mini subs attempting to infiltrate Pearl Harbor, oh and maybe a chance to see what would have happened if the I400s HAD made their attack on the Panama canal.)

G.K. 08-25-08 04:53 AM

IN Addition to all the things mentioned here...:)

1) Also Dutch subs - they did maybe even more than French ones... And were quite an interesting...

2) When you attack a merchant ( shot across his bow f. e. ) in 1939 or maybe 40, he would not just start zigzaging, but he could stop, lower his boats and you could scuttle it, or in 1/1000 of all you could take him as prize (esp. neutrals with contraband, also defined in the game ), as f. . Kretschmer once did ( although his ship was sunk by german aircraft before it got to port ). some of them could also try to ram you when surfaced.

3) More, More, More Merchants! Something like IABL'S Merchant Fleet Mod * 10?:D


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