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The most missing feature in SH III
With all the mods and workarounds around making this game already a good 400% better compared to the vanilla stock game, what would be the one thing you would like to change if you can?
- the weather model - the incompetent helmsman - the game telling you when the enemy lost contact with you - more sub types - the old graphic engine - more compartments to walk around (diesels, torpedo room) - interactive BdU orders - multiplayer / wolfpacks - enemy a/c mot using depth charges / Fidos - better enemy escort AI etc. etc., add your most wanted wish To me it's the weather engine that drives me crazy :damn:. Four weeks of storm in a row with 15 m/s wind in the Southern Atlantic - that drives me crazy Cheers, |
For me it would have to be Wolfpacks,when you think of the Atlantic War,its one of the first things that spring to mind:nope: Some of the other feature's I can understand not being in the game,time and the ability of PC's back then was a deciding factor I suppose when it came to deciding what went in,But....No Wolfpacks:nope::damn::wah::88) What were they thinking!:doh:
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There crude workarounds for the weather problem. Not perfect, but reasonable. But for the wolfpacks there is no good substitute :damn: because you only can replicate the massive attack and only in those convoys that have AI subs added to them. But not the whole hunt, shadowing, coordination from BDU, etc.
To me wolfpacks is the key feature missing in this game yet. When, and if, the GWX4 guys manage to implement a similar AI sub as we have today (thanks to sergbuto) combined with SH4's ability to actually call the pack, we will have done a giant step forward. |
Wolfpacks!
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Packs would be THE game changer. I would like to see some different orders in the game, and acknowlegement for completeing them. By orders I'm talking about like when you begin prewar. you could have to go to Scappa and take depth measurements outside, inside, and around the enter points. Or you could, I don't know transport the Ark of the Covenant to secret location?
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Another big problem is that IA boats donīt dive or surface, so in case of a wolfpack, they are sitting ducks in the surface or pinned down at periscope depth with the limited speed and range
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Decent fatigue model
I think there is a place for a fatigue model, that does not require micro managing or sit-down strikes by the crew. The maximum downside for a fatigued crew shoule be something like a 50% reduction in effectiveness, i.e. loss of engine speed, longer load times, missed sightings etc
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Wolfpacks and fully working AI subs http://www.psionguild.org/forums/ima...ies/pirate.gif
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What i miss about the lack of Wolfpacks is not the potencial offensive threat they represent, but the targets for the enemy escort they also could be. :D
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2. Better shallow water operations. Ie. the difficult acoustic conditions, tides, ability to bottom to escape detection. Now it's exactly the wrong way around, it's much harder for U-boat to live in shallow compared to deep waters! |
More intelligent ship behaviour (i.e. not just ship zig-zagging along a very predictable route) and better ship phisics, i.e. fixing the insane breaking/acceleration of large ships.
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Wolfpacks, definately. It's what U-boats were known for.
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(Just kidding :smug:) |
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