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-   -   SH5 Wishlist (https://www.subsim.com/radioroom/showthread.php?t=155271)

LiveGoat 09-02-09 11:42 AM

Actually, the more I think about it, why not an unlockable Lt. Werner? I mean, they're not gonna send a photo-journalist to cover the exploits of some schlub who's not on the leaderboard yet, are they? Making a journo unlockable after a knight's cross worthy patrol seems fair to me.

I'm against unlockables that impact the simulation aspect of the game (historically and gameplay-wise) but harmless (within reason) fluff that can make the game fun seem okay to me. I mean for god's sake there's a Flying Dutchman in SH4.

Here's an idea for an easter egg, Ubi: Put Captain Stabbin's Yacht in the game. :)

Wild_skipper 09-02-09 11:50 AM

Growing beards and rusting sub if you are out on sea for a long time !!

ShoCkwaVe 09-02-09 12:39 PM

1) Rather then warp shifting to seperate compartments
players should be able to move walking freely around in a 3d envorinment.

2) Sea Ports from all over the globe should have life.

3) keep the VIIb & VIIc in ALL future versions along with the German campaigns
or I wont buy / play it period.. U-Boats are what made silent hunter so fun, unique
why anyone would decide to remove them is beyond me pacific theme or not I'm still
very upset about that.

4) ALL German U-boat ports transferable & working.

5) Skin Manager Menu
A way to manage skins so players can have a simple 3d viewport preview window
for optional custom skins from the upgrades menu in game to select from (like IL2-Sturmovik)
for example.

Historicly from what I understand, no 2 u-boats looked exactly alike due to weathering
at which point when returning to base some where dry docked for maintenence
some hulls where re coated as they previously where and some upgraded with unique
camo like U-997
http://www.modelshipgallery.com/gall...mk/u997-01.gif


So it would be nice to be able to easily use these skins to add to the authentic accuracy & realism. *without* having to become a moderator to figure out how to install/use the skins!

6) More Mission Objectives

examples:

If a ship wont sink and you ran out of torpedos radio for backup - for air support = bombers, for navy support = nearby friendly ships to intercept to eithrer destroy/board & capture
for extra renown.. I'm tired of the game engine teasing me before able to rearm @ base.

perhaps migit subs that can

7) Co-Op Missions
help other uboats in large convoys, or take part & participate in historic special missions like d-day!

8) when I sink a ship I want to see dead sailors & wood floating about on the surface
& floating up from the ship as it heads towards the deep.

9) Better Torpedo Explosion & After Effects Animation
when a torpedo hits a ship I want to see real effects.. have you seen footage of a ship
being hit? imagine someone straping TNT to a small wooden dingy you would get about
the same results..wood debri, metal frags, water, smoke, fire and pieces of sailors
take flight into a plume of instant devistation... the concussion alone would kill many.

10) Sea Life Realism low poly fish schools that follow the ship like guls do
but rather underwater near land in shallow waters only. seeing a hammerhead, reif, Tiger
Shark lurking about now & then couldnt hurt.

Rosencrantz 09-02-09 03:20 PM

Highbury wrote:
Quote:

My biggest wish is to be able to properly "role play" being the Captain as far as targeting is concerned. I don't want to do manual targeting, the Captain did NOT do this. I want the AI to figure out target solutions. Accuracy and the time it takes to calculate based on crew member experience, weather, etc. Not instant as we have now in SH3/SH4.
What do you mean when saying, Captain didn't do manual targeting? Ok, Morton gave scope to O'Kane, and when on the surface, German IWOs usually used the UZO. However, there was not such a things like AI or autotargeting in RL... Bearing, range, speed and Ab needed to be estimated/calculated - and most of the times it was pretty much CO's business. Crew made a plot and TDC's the rest.

Maybe our motto should be: "Be careful what you are asking for. You might get it."


Greetings,
-RC-

Webster 09-02-09 03:33 PM

Quote:

Originally Posted by Rosencrantz (Post 1164515)
Highbury wrote:


What do you mean when saying, Captain didn't do manual targeting?


i think a valid complaint with sh3 and sh4 was that there was needed something in between auto targetting and manual targetting where the captain was not doing all of the work for manual targetting.

the captain had help in calculating things and he mainly got all the readings and passed them on to his crew who did the math for him so this is something i think could use a little help so you dont get the feeling your on a one man sub.

many posts mentioned feeling the crew isnt doing their jobs because the captain has to do it all and this needs a little refining so you get the proper amount of help without losing the manual targetting immersion.

Safe-Keeper 09-02-09 03:48 PM

Quote:

1) rather then warp shifting to seperate compartments
players should be able to move walking freely around in a 3d envorinment.
Why can't we have both:03:?

Quote:

2) ports from all over the globe should have life.
I'm no expert at the engine, but it seems to me that the easiest way to do this would be to just code the harbours to dynamically create ships near them, taking into account shorelines and whatnot. Then a sort of "air traffic controller AI" would direct the ships, using a pathfinding system, from port to port. The ports, in turn, would have data like "Allied" or "Axis", types of ships that should be arriving and leaving, etc. etc. etc. Sounds far easier to handle than having to plot every single shipping route for every single scripted ship and randomly generated convoy on the map. Instead you'd have to plot only a few select shipping routes, which the AI would then choose from.

Then again, I know nothing of the engine, so I'm probably way off target here:shifty:.

Quote:

If a ship wont sink and you ran out of torpedos radio for backup - for air support = bombers, for navy support = nearby friendly ships to intercept to eithrer destroy/board & capture
for extra renown.. I'm tired of the game engine teasing me before able to rearm @ base.
Agree. An in-depth communication system is high on my wishlist, too. Something like the system used in flight sims, where you use one numerical key to bring up the comms menu and navigate to the desired message.

Webster 09-02-09 03:55 PM

another thread made me think about a few points to be looked at:

1. lets have the sub crew clear the decks as soon as you give the dive order but not be so quick to appear when surfacing so it looks more realistic.

2. lets have signal lights and ship flags disappear when a ship is sunk so we dont see them underwater

3. lets have crews abandon ships that are sunk so half sunk ships dont continue firing at you after being sunk in shallow water.

4. lets make sure all objects are destroyable and sinkable if they are in the game. no more indestructable subs and if i want to shell a port i want to see the warehouses burning.

5. lets have all craft that carry torpedos be able to fire them with the AI (planes, torpedo boats, destroyers, AI subs)

6. as others have said, the ability to call for and actually get assistance from supporting forces is a definate need to have, and i dont mean that pathetic single plane that shows up in sh4 and doesnt even attack anything

Jimbuna 09-02-09 04:03 PM

Quote:

4. lets make sure all objects are destroyable and sinkable if they are in the game if i want to shell a port i want to see the warehouses burning.
Now this bit I don't recall ever having been raised.

I may be wrong but I'd certainly like to see this ingame. http://www.psionguild.org/forums/ima...ies/pirate.gif

Rosencrantz 09-02-09 04:04 PM

Quote:

Webster wrote:

i think a valid complaint with sh3 and sh4 was that there was needed something in between auto targetting and manual targetting

I know, Webster, I know. And I'm with you. Just wanted to be "wicked" in purpose, to see if Highbury really means what he's talking about. :03:

Greetings,
-RC-

Thunder 09-02-09 04:37 PM

I looked , but haven't seen one, but is it possible, for someone (moderator mebbe) to take the top 10-20 most common requests and make a poll which the Devs can check out, whilst they are prioritizing thing to go into, or be seen in the game?
if possible give eveyone 3-4 votes in order of priority value?

Mebbe it'll give em a clear idea of what the majority deem important vs feasibility?

Rip 09-02-09 04:57 PM

I will probably have more when I finish reading Clay Blair's Book, but I have been thinking of one that may not be crazy hard but would add alot to the immersion IMHO.

I would like to see more going on as far as the captain is concerned between patrols. Maybe personnel rotating in and out where he might need to spend some renown to retain people he doesn't want to loose.

Perhaps he must also give up some renown for the condition he returned the boat in orget offered a new advancement early and without renown cost for accepting a dangerous mission.

Maybe have to make decisions with respect to the crew that can effect moral and abilities. Whether to give extended leave, throw a party, or drill their asses off till they get it right.

johan_d 09-02-09 06:03 PM

Hmm.. a lot of wont be's..

What I like for example:

1. Deck/Flak guns crew, no limit on this, I decide, and when weather is worse there is a chance (random?) who blews with waves the crew or some members away into the sea and they are lost. (morale!)
2. Controls: I want to decide when to recharge batteries, since they are a tactical setback when surfacing, let the machine room guys warn me about when batteries are getting low. Also, for the air, what should lower screw power. Same for venting of course!
3. Propulsion: besides the all ahead, giving an almost exact rpm would be nice.
4. Crew on deck: since there are people on board I want to decide where they go, and, if I want to have the flak, guns AND lookout crew I have them.
No limits on this please!
5. What I greatly missed, stock or gwx or whatever, are the suprises, as seen in das boot.
for example, let a Schooner wander close to your path, base or whatever with a destroyer in the neighbourhood.. the schooner as bait. Same with single cargo ships, add a random follower, just out of hydrophone distance, or maybe just within range, to give it more adrenalin!
Make the random encounters random with a random.

All above would be easy for the dev's, i guess..

then, when we go further I like to see more das boot moments, like a destroyer that have several tactics, like normal, as now, but also dont shoot, get to the datum, and then try to depthcharge, or try to sneak upon your location, or sometimes be utterly dumb, and go its merry way..and suddenly do one of the actions above. Make them more unpredictable, more AI, less sensorily...:-)

The crew settings as we have them now should be more automatic, but with the same screen as in SH3,but setting a certain person somewhere should be possible, and keep him there until I say so. Furthermore, depthcharging should add negative to morale, maybe adding some map locations, like gibraltar, should also lower it.
Giving orders as a morale lowering tool is not like, since Germans were the best in befehl ist befehl, so dont go that way, but use the actions of the captain as a morale lowering. example: attacking a convoy with more than X destroyers, then be depthcharging for X time, lower morale, aka trust in the captain, me, the player.

:arrgh!:

Johan

Payoff 09-02-09 06:35 PM

Captains quarters

Might be nice to have a little functionality to the captains quarters. Maybe a calender on the wall with moon phases or a logbook laying on the desk that we could jot down a few lines as already mentioned.

I wonder if we'll get to eat with our officers (Markus's special soup of course) and get updates on repairs, supplies, weather, gossip, crew morale and such.


Payoff

The Bandit 09-03-09 12:00 AM

I was just thinking of this one too. The ability to control weather the compartments are opened up or sealed. this could go both ways, for flooding it could confine it too one area, but if you have everything opened up you would be able to dispatch your DC team to where they are needed. I guess it could be possible to loose a compartment to flooding (but then again with one compartment flooded that would have almost definitely used up any reserve buoyancy the boat might have and send it on its way to crush depth). Just something else I was thinking of.

Webster 09-03-09 12:16 AM

heres a few more things that really bother me and i hope can be addressed:

1. have the AI with some sort of problem solving ability so we dont see the destroyers bumping into land in forward and reverse because they cant figure out how to go around that strip of land to get to you instead of trying to go through it.

2. have the destroyers (AI) respond to things other than ship damage or being attacked such as a premature torpedo explosion. it bugs the heck out of me for a huge explosion from a premature torpedo to get no response at all from a destroyer.

3. this might seem counter to my last request but i want to see destroyers properly blinded by darkness and weather. the way its modeled in sh4 they act as though they have better capabilities than they should be capable of. uboats rutinely sailed into convoys while surfaced under cover of darkness but in sh3 youd be blown out of the water before you got anywhere near them.

4. i would like to see the destroyers not to have the sniper targetting ability to hit your tiny sub barely sticking above water from 5000 yards away like a darn sniper with a rifle and scope. they need to miss a lot more at distance and get more accurate only when they are much closer. destroyers would rock and roll quite a bit too and while gunners had a more stable platform than a deck gun on a sub, they were no where near as accurate as they were made to be in sh3 and sh4. im not asking this to make the game easier but if we want the game to have more realism then it needs to apply to both sides.

5. when ships collide they MUST do the apropriate damage to each other and destroyers run over by battleships and carriers should be sunk on the spot and not slide off and sail away like nothing happened. this problem includes destroyers raming into subs, when a destrpyer hits a sub they should both get a good deal of damage.


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