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Questions for the SH5 dev team???
Hi Kaleuns
was wondering if Neal or any others lucky enough to be going to the subsim meet would like to post what kind of questions they're thinking would be put to the dev team special guests. I understand that as guest's it's not very nice to bombard them with a million questions/ideas...i was wondering if we here on subsim could pull together a small (:rotfl:) list of burning questions/ideas for the guys to ask? would this be out of order? or no good at all at this stage of development? just a thought...i know the dev team do monitor subsim...i hope the new sh5 retains that dynamic open feel that sh3 has...i.e..things like the ability to play an entire patrol real time (for the truly insane) and the feeling of vastness the area of operations gives. Much more interaction from BdU instead of just immersion a must have too in my humble opinion?:up: any thoughts |
Nice thought, but why not post it in the SH5 forum?
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Let them enjoy the SubSim meet. Then .... Bombard them with questions. :haha: :rotfl::rotfl::rotfl:
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Can we get a price reduction if we are from Romania? because its made in Romania :haha:
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Moved this to SH5 forum, hope that is ok. I left a marker in the SH3 forum. Ja, I think I will start a thread collecting questions for the dev team, good idea. |
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1. We've read in some of the previews that SH5 is being made more accessible to newcomers with the simplified targeting system and tactical map, which is a good thing. Does this come at the expense of the traditional manual targeting? Do we have the option of turning off the "hand holding" elements and using pure manual targeting and view options as we've had in SH3 and 4? 2. What would you say the overall "theme" of the game is, meaning what is the philosophy driving the development? Is it a true-to-life, historically accurate hardcore simulation, or are we going to see some things simplified in the name of playability? Much has been made of the "first person" interaction with the crew and the ability to walk through your boat, so is it a "crew-based" sim instead of a "tactical based sim?" as we've seen in the last two SH titles. Is this a large shift away from, or is it in addition to, what we've had before? 3. How much does the modding community factor into your development decisions? Do you guys keep future modding possibilities in mind when implementing the "nuts and bolts" of the game engine? Is there any hope of having a "construction kit" included with the game to facilitate the mod community adding their own units or missions? 4. Obviously, steps are being made to make the crew seem more "alive." Are we going to see realistic crew transfers and skill development in our sailors between patrols? An example being our XO being transferred to Commander's School after a few patrols, or a number of our matrosen being shifted to new construction? What other sorts of things are you guys doing to make our crew seem like "our men"? 5. How much scalability will the game have? I thought SH3/SH4 did a good job offering a variety of play options (unlimited fuel, weapons officer assistance, realistic torpedo load time, etc), but I believe it was Mihai who said that more options will be added. Any you can share? |
Will there be wolfpacks.... :haha:
Sorry couldent resist. |
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:damn::damn: :har: Knew it would be one of the first questions asked :ping: |
:har: I specifically tried to avoid it just because I didn't want to steal someone elses thunder.
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Will there be a navigation option in which the position of the boat would be in doubt unless star or pilotage fixes are possible?
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Hello
Excelent idea, Mikhayl... :DL |
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another one: will there be a possibility to add manual entries to the map? |
Here's my question for the devs...
I feel it is always a shame when development on a game with the depth and scope of the Silent Hunter series stops right after it's released and the team is reassigned to non-related projects while there is much potential for expansion. Thankfullly we have our great Subsim modders, but as I am sure they would be first to acknowledge that are things that only Ubi can do. If we as a community at Subsim were to put up a poll regarding potential addons to SH5 do you think there would be any chance of Ubisoft producing say the top 3 most requested as either purchasable downloadable content or retail boxed products? |
i would like to see flooding visualy in the compartments as the water is rising and also wolfpacks and an abandon ship optiion i know it was rarley used it should be an option or escape with there breating apparatus
lt commander lare |
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I am convinced the product was placed on the shelves prematurely contrary to the developers wishes to meet financial obligations. They got smacked... and hard for it but in the end the bills were paid and the wheels of 'production' turned. But I see that happen time and again by alot of houses. Lets hope we dont see that again. |
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