Scapa Flow mission sugestions
Will we get a chart of Scapa that we can look at while viewing the navmap . The germans had intelligence info on Scapa .
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Nice idea with Lyrics, magazine, war stories & tactics you can read in captains cabin when not needed at any station
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Random or optional chance to start outside the harbor . In other words i bet there are subsimmers that would like to play a multiplayer mission that lasts a few days in real time .
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Hopefully the shorelines will be hard to see with no moon and easier to see with moonlight .
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Will the Scapa Flow mission be for single uboats only or multiple uboats ?
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Good question! I never thought about it but in the planning I always envision a single boat. Should we limit that mission to one? After all, there were no wolfpacks in Scapa Flow....:hmmm:
How would you have 2, 3 U-boats in the mission? From a historical stand, one should be all. Now, I can totally see having a harbor penetration mission where 2, 3, 4 subs start off at different points and have to detect the openings past the harbor defenses (block ships, asw nets, minefields, coast patrols, nearly invisible fishermen with flare guns...) and use their enigma to decode incoming intel (clues) in a race to get in first and sink the target. :yeah: |
Enter flat & shallow Scapa Flow basin with few uboats to hunt one old battleship?
:timeout: Maybe more interesting proposal is a mission called "U-boat's night" to attack convoy SC-7. Mission target: sink 16 merchants. Or "Dark days" when wolfpack attacked HX-79. Mission target: sink 12 merchants without losing any u-boat. |
I reckon keep it the same format as it is now . If you dont want other boats joining then is that an option . Havnt played multiplayer yet .
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For me, in lieu of an additional generic 'harbour mission', more randomness is mandatory.
People are quick to complain when missions / games have no replayability, but have little understanding or patience with how hard it is to craft these things... so my suggestion is to cram as much depth and complexity into the mission from the outset, so that other than perhaps the 'historical' mission objectives and the shape of the coastline, EVERY single thing else is random. The depth and shape of the ocean floor, placements of nets, mines, escorts, aircraft, observation lookouts etc... Make it once, but make it as deep and dynamic as you can... give people reasons to replay it. Having spent almost 2 years inside Star Trek Bridge Crew with missions that claimed to be dynamic, but were on rails with very few choices, and those choices were always fixed, that (aside from bugs and really ****ty game designers/devs) is what killed the game. After you master it, there's nothing left to do. Expect that you're only going to have the time and money to make each mission ONCE, but you want people to have reasons to keep playing those missions for years to come and still keep getting something from it. IMHO **that** is what you should be aiming for these missions.. Good luck Neal. ;) |
User made missions thru the steam workshop would solve the problem . Infinite missions .
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User content often ranges from utter garbage to moderately ok, very few are as skilled or capable as those crafted by a good game dev team.
Before crying for the great unwashed to ‘fix everything’ let’s empower the people who wrote the code eh? |
I been watching this thread and wanted to share this with you. It may not pertain to the programming of a scapa flow mission, but may give some creative ideas. It's based on books I've read and from Prien's KTB reports.
https://www.subsim.com/radioroom/sho...5&postcount=80 |
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Maybe the reason is a used game engine (Unity). |
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