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The crew/computer with absolute precision plots the information the Kaluen/player gives it. To be even more accurate, the quality of the plotting crew could be included -- Kaluen says bearing 152 but plots 150 sometimes. But yes, your suggestion (and the other posts on the same concept) is what is missing from the SH3/4. The player is forced into either two unrealistic situations 1. Crew has GPS and omnipresent information on everything 2. Kaluen is alone on the sub Neither one of these is accurate. The Kaluen did have people to assist him. But these people were blind and totally dependent on the reported observations of the Kaleun. I would very much like to see a simulation where the computer does what it does (plot things graphically) and allows/forces the player to do what they enjoy/do best, make the observations. This, to me, is much better than the dichotomy we have with the two unrealistic situations above. I, as the Kaluen, should not be forced to take myself way from the scope to manually make little marks on the plot. My job as the Kaluen is to make the observations and to interpret the plot and make the command decisions. |
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I've mentioned this before...and hoped it would/will be implemented in SHV. It would seem to me to be somewhat basic of an addition....but thats just me! http://www.subsim.com/radioroom/show...highlight=Mark http://www.subsim.com/radioroom/show...highlight=Mark and this "electronic Manuevering board?- or the ability to plot info on contacts with a "mark" button or something. Right now I have to do 4 things at once.....start the clock....take a bearing.....take a range....and mark the ships current position. A "mark" button(command) maybe could write down current bearing you are looking at the current time and plots current ships position...all info on the map. All I would have to do is take a distance and plot out from marked ships position. A Manuevering board eliminates the Ships Position part because is deals strickly with relative bearing and distance based on own ships current" from this older thread: http://www.subsim.com/radioroom/show...ht=Mark&page=5 |
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When it comes to SH5, I'm an optimist and I have very high expectations from the game. So every time I see missing features (which I had hoped for) in either screenshots, trailers or dev comments, I'm probably more disappointed than others and I voice my concerns in strong terms. Some features however have been pounded by the community although the devs have stated repeatedly that the player will be able to turn off features and they've also made improvements in those areas both in terms of realism and user-friendliness. "Q: Will we be able to turn health bars off? A: Yes. Q: Will the damage system be like the one in SH3? A: No, it's much better, we've implemented realistic boyancy" What more do you want? They've said they added buoyancy and you've seen a flood bar above the ship. How is that not proof of what they've said? It's as good a fact as the fact that SH5 will be about the Atlantic war, because they said it is (maybe they're lying and it's about Fleet Boats). Sure, it might not be a GOOD representation of the Atlantic war, and the buoyancy system might suck, that's why I said that I can't know yet how it works (good or bad). The rest of my post was just an example as to how even a simple hit-point system can approximate real physics to a good degree. |
Defend away, if you feel you need to. ;)
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This doesn't sound very promising, though:
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Arcade crowd
I would tend to agree with WEBSTER's early post in that trying to please the arcade/FPS shooter crowd (aka: the younger, console:yawn: addicts) that UBI is barking up the wrong tree.
If the arcade stuff can be toggled on/off and the die-hard subsimmers are able to mod to their hearts content then we (the authenticity/realism crowd) will have the game we're hoping for and everybody's happy (well, almost everybody, someone will always have something to bitch about, LOL). I don't believe however that adding the "dumbing-down" elements to this franchise is going to bring any dramatic increase in sales as the arcade/console:O: crowd need/want fast paced action and lots of blood and explosions (I know, I'm generalizing but you get my point). A subsim, by it's very nature, is a game of patience and tactics etc, dumbing it down doesn't really change that. All that being said, March is not that far away and the release of the 'final' product (patches/bugs notwithstanding) will decide all. I, for one, am still enjoying the SH3/GWX experience and will happily stick with that if SH5 turns out to be a lemon. :salute: |
Come on guys, stop speculating about health bars, nothing to worry about! It's realistic anyway! don't you know they do exist in real life? :yep: Ask the guys here who served on warships or look at some pictures:
See above this task force? http://img218.imageshack.us/img218/4062/warships.jpg Look at those crewmen doing repairs and trying to fix their broken one after an attack: http://img246.imageshack.us/img246/1911/repair.jpg Definite proof IMHO Quote:
IT IS an arcade shooting game indeed, and i've even got proof now! :03: BEHOLD THE REALISM OF... SILENT HUNTER 5 - The arcade game! http://img218.imageshack.us/img218/2909/sh5arcadeo.jpg Talk about manual targeting...! |
:rotfl2::rotfl2::rotfl2:
Good stuff, KzS! |
:har: I might have to pay more attention to KzS's posts!
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Watch: "Health Bar on the Horizon Sir!"
Captain: "what type of ship is it Seaman?" Watch: "I cant tell but she's at 100% health!" |
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Watch: Bridge, Sub sighted! Bridge: Where away? Watch: Right under that red "X" sir! |
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My view is MOST of what's needed in an Atlantic WWII subsim was present in the modded SHIII (NYGM or GWX).
Realism, realism, realism....with SOME compromises for gameplay/resource constraints. Let's face it: - assigned orders to patrol zones - dynamic contact reports - potential for wolfpack actions - correct sensor performances based on technical specs, experience and weather. - crew rosters/assignments - weather - observations leading to plotting leading to firing solution. - weapons (performance, especially for guns) - damage modelling Get those 'realistic', by which I mean a reasonable representation based on the abundant real-life records, and you're a LONG way to making a great sim. THEN make it look nice. IF SH5 is SHIII in SH4+ engine without addressing all those points then :down:. Some simple tests I want to see are: - surface attacks at night - detection/evasion, surfaced and submerged - selectable 'contact frequency' (i.e. yippee shoot, moderate, realistic) Get those right and I'm pretty sold. Another way of looking at it is asking "what did NYGM/GWX attempt to 'fix'?" and then SH5 should have those 'fixed' at time of release. Cheers (p.s. I posted this in another thread and was feeling lazy so i just cc + pasted) |
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